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![[Post New]](/s/i/i.gif) 2016/02/25 15:17:32
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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Nid player instead picks up a new Necron army!
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2016/02/25 15:43:24
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Dakka Veteran
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Torus wrote:A wild Imperial/wraithknight appears... nid army does what now?
Dependent on how the wraith knight is kitted wouldn't the nids player just use their 5 flyrants to kill the rest of the army. Then use lictor shame to camp objectives, or use mawloc to do chip damage to knight or kill other things.
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![[Post New]](/s/i/i.gif) 2016/02/25 15:44:54
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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oz of the north wrote: Torus wrote:A wild Imperial/wraithknight appears... nid army does what now?
Dependent on how the wraith knight is kitted wouldn't the nids player just use their 5 flyrants to kill the rest of the army. Then use lictor shame to camp objectives, or use mawloc to do chip damage to knight or kill other things.
If we're talking super competitive Flyrant lists, yes, they're only option is to ignore them.
If we're talking a decent casual list, they're boned.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 15:45:35
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Dakka Veteran
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Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
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This message was edited 1 time. Last update was at 2016/02/25 15:46:41
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![[Post New]](/s/i/i.gif) 2016/02/25 15:49:07
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
A. A lot of people do that in this game, as it's perfectly legal via the rules. B. A Heirodule is an expensive Forgeworld model, which just happens to also be expensive rules wise, and would do next to nothing to a Wraithknight, and would probably be D-ed off the table.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 15:49:49
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Auspicious Aspiring Champion of Chaos
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Torus wrote:A wild Imperial/wraithknight appears... nid army does what now?
Use Master Ball!
*throws bowling ball at the table*
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2016/02/25 15:51:18
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Worthiest of Warlock Engineers
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Read the old codex.
Modern Tyranids have lost a lot, including their defining trait: Adaptability.
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2016/02/25 15:53:57
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Shrieking Guardian Jetbiker
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EnTyme wrote: Torus wrote:A wild Imperial/wraithknight appears... nid army does what now?
Use Master Ball!
*throws bowling ball at the table*
You win
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Hawky wrote:Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.
"You're in the Guard(ians), son! |
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![[Post New]](/s/i/i.gif) 2016/02/25 15:58:14
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Dakka Veteran
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krodarklorr wrote:oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
A. A lot of people do that in this game, as it's perfectly legal via the rules. B. A Heirodule is an expensive Forgeworld model, which just happens to also be expensive rules wise, and would do next to nothing to a Wraithknight, and would probably be D-ed off the table.
I never said it was not legal to do that, I was saying if you are playing a friendly game, bringing a GC is not entirely common. Then again I am only speaking for my meta, others may be different. Also a barbed heirodule is around same price as other GC's in the game. Also with a 2+ cover can easily deflect a lot of shots unless 6 to wound, and massed str 10 ap 3 will do work on a WK.
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![[Post New]](/s/i/i.gif) 2016/02/25 15:58:26
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Decrepit Dakkanaut
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AncientSkarbrand wrote:You're pretty unfriendly, I must say.
No one here is trying to do anything other than help you.
Like I said earlier, you don't want to listen, that is not our fault. I'm not the only person here who is mentioning to take units that can actually hurt flyers.
Not dealing with stupid logic isn't being unfriendly.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:03:13
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Shrieking Guardian Jetbiker
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oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
Well apparently a lot of other Eldar players do but think about a semi competitive game.
You are not going to go HAM with 5 flyrants but you'd bring a strong list wouldn't you
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Hawky wrote:Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.
"You're in the Guard(ians), son! |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:07:06
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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oz of the north wrote: krodarklorr wrote:oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
A. A lot of people do that in this game, as it's perfectly legal via the rules. B. A Heirodule is an expensive Forgeworld model, which just happens to also be expensive rules wise, and would do next to nothing to a Wraithknight, and would probably be D-ed off the table.
I never said it was not legal to do that, I was saying if you are playing a friendly game, bringing a GC is not entirely common. Then again I am only speaking for my meta, others may be different. Also a barbed heirodule is around same price as other GC's in the game. Also with a 2+ cover can easily deflect a lot of shots unless 6 to wound, and massed str 10 ap 3 will do work on a WK.
A Heirodule is, what, 550 points? Correct me if I'm wrong. But it's BS3, and gets 6 S10 shots. So, 3 hits, good chance at 3 wounds, and the WK gets a cover save/invuln then a FNP. It's not going to "do work" on a Wraithknight.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:12:55
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Dakka Veteran
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krodarklorr wrote:oz of the north wrote: krodarklorr wrote:oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope.
A. A lot of people do that in this game, as it's perfectly legal via the rules. B. A Heirodule is an expensive Forgeworld model, which just happens to also be expensive rules wise, and would do next to nothing to a Wraithknight, and would probably be D-ed off the table.
I never said it was not legal to do that, I was saying if you are playing a friendly game, bringing a GC is not entirely common. Then again I am only speaking for my meta, others may be different. Also a barbed heirodule is around same price as other GC's in the game. Also with a 2+ cover can easily deflect a lot of shots unless 6 to wound, and massed str 10 ap 3 will do work on a WK.
A Heirodule is, what, 550 points? Correct me if I'm wrong. But it's BS3, and gets 6 S10 shots. So, 3 hits, good chance at 3 wounds, and the WK gets a cover save/invuln then a FNP. It's not going to "do work" on a Wraithknight.
It gets 12 str 10 shots, so could do some damage to a wk.
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![[Post New]](/s/i/i.gif) 2016/02/25 16:20:45
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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oz of the north wrote: krodarklorr wrote:oz of the north wrote: krodarklorr wrote:oz of the north wrote:Who would bring a WK to a friendly game, or superheavy without asking opponent. Also maybe bring a barded heirodule with its mass of str 10 shots ap 3 into the WK. Put toe in ruins, be near venomthrope. A. A lot of people do that in this game, as it's perfectly legal via the rules. B. A Heirodule is an expensive Forgeworld model, which just happens to also be expensive rules wise, and would do next to nothing to a Wraithknight, and would probably be D-ed off the table. I never said it was not legal to do that, I was saying if you are playing a friendly game, bringing a GC is not entirely common. Then again I am only speaking for my meta, others may be different. Also a barbed heirodule is around same price as other GC's in the game. Also with a 2+ cover can easily deflect a lot of shots unless 6 to wound, and massed str 10 ap 3 will do work on a WK. A Heirodule is, what, 550 points? Correct me if I'm wrong. But it's BS3, and gets 6 S10 shots. So, 3 hits, good chance at 3 wounds, and the WK gets a cover save/invuln then a FNP. It's not going to "do work" on a Wraithknight. It gets 12 str 10 shots, so could do some damage to a wk. Then what am I thinking of....nevermind. Still, for it's points cost, it would, at best, do a mediocre amount of damage. The Wraithknight can still get cover and will have FNP against it. While almost for the same cost, they could bring 2 Wraithknights with D-weapons (either ranged or melee).
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This message was edited 2 times. Last update was at 2016/02/25 16:21:09
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:28:02
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Towering Hierophant Bio-Titan
Mexico
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Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
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![[Post New]](/s/i/i.gif) 2016/02/25 16:32:24
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Tyran wrote:
Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god).
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:34:20
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Deadshot Weapon Moderati
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Maybe. I just played a game against a Skyblight Swarm, and a CAD with two Flyrants, a Mucalid, Zoanthropes (including Neurothrope), Venomhropes, and an extra Crone. I managed to win, but that's because I brought a Tervigon, two Sporocysts, two DS Rippers, Zoanthropes, Venomthrope, Trygon, Manufactorum Genestealers, and an Endless Swarm. All told I got 100+ 'free' models from Without Number, Spore Node, and Spawn, while only taking something like 70 casualties in return. We were playing ITC Mission 4, or the Scouring. I got the Scouring, he won Maelstrom, and I got Linebreaker (go Trygon hole) and Big Game Hunter.
I've had similar experiences against Dark Eldar, and Space Marine Gladius armies, that they simply can't kill enough of me to win. It really takes some of the stress off a game. I wish Without Number was a basic army-wide special rule for Tyranids.
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![[Post New]](/s/i/i.gif) 2016/02/25 16:36:21
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Nomeny wrote:I wish Without Number was a basic army-wide special rule for Tyranids. Many people, including myself, would be quickly investing into more Gaunts. Actually, imagine if a similar rule is what the Tyranid Invasion Force Detachment bonus is. That would be sick.
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This message was edited 1 time. Last update was at 2016/02/25 16:37:14
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 16:42:12
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Towering Hierophant Bio-Titan
Mexico
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krodarklorr wrote: Tyran wrote:
Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god).
That's why I said in general. The Flyrant was buffed, almost all our monster creatures were buffed and gaunts got cheaper. When comparing both codices in the competitive scene, the 6th edition did better (some tournaments allowed Tyranid players to chose which Codex they wanted to use.)
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![[Post New]](/s/i/i.gif) 2016/02/25 16:50:49
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Tyran wrote: krodarklorr wrote: Tyran wrote: Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane. I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god). That's why I said in general. The Flyrant was buffed, almost all our monster creatures were buffed and gaunts got cheaper. When comparing both codices in the competitive scene, the 6th edition did better (some tournaments allowed Tyranid players to chose which Codex they wanted to use.) Even if gaunts got cheaper and our MCs were buffed, the overall army functionality was nerfed. Synapse use to not be a big deal. Now it is. You also had access to better powers, so Psychic goodness could really help out. Just because in the competitive scene the "Codex: Flyrant" lists faired better doesn't mean the whole codex as a whole was better.
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This message was edited 1 time. Last update was at 2016/02/25 16:53:09
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 17:01:09
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Towering Hierophant Bio-Titan
Mexico
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krodarklorr wrote: Tyran wrote: krodarklorr wrote: Tyran wrote:
Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god).
That's why I said in general. The Flyrant was buffed, almost all our monster creatures were buffed and gaunts got cheaper. When comparing both codices in the competitive scene, the 6th edition did better (some tournaments allowed Tyranid players to chose which Codex they wanted to use.)
Even if gaunts got cheaper and our MCs were buffed, the overall army functionality was nerfed. Synapse use to not be a big of a deal. Now it is. You also had access to better powers, so Psychic goodness could really help out. Just because in the competitive scene the "Codex: Flyrant" lists faired better doesn't mean the whole codex as a whole was better.
Synapse always was a big deal, with most of our creatures lacking fearless by themselves and having gakky LD. The problem is that 6th edition made it even more punishing.
Also overall army functionality? 5th edition was Codex: Tervigon, and it had even shittier powers than current codex.
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![[Post New]](/s/i/i.gif) 2016/02/25 17:55:19
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Tyran wrote: krodarklorr wrote: Tyran wrote: krodarklorr wrote: Tyran wrote:
Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god).
That's why I said in general. The Flyrant was buffed, almost all our monster creatures were buffed and gaunts got cheaper. When comparing both codices in the competitive scene, the 6th edition did better (some tournaments allowed Tyranid players to chose which Codex they wanted to use.)
Even if gaunts got cheaper and our MCs were buffed, the overall army functionality was nerfed. Synapse use to not be a big of a deal. Now it is. You also had access to better powers, so Psychic goodness could really help out. Just because in the competitive scene the "Codex: Flyrant" lists faired better doesn't mean the whole codex as a whole was better.
Synapse always was a big deal, with most of our creatures lacking fearless by themselves and having gakky LD. The problem is that 6th edition made it even more punishing.
Also overall army functionality? 5th edition was Codex: Tervigon, and it had even shittier powers than current codex.
Biomancy, though. That was kind of a big deal.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:11:35
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Towering Hierophant Bio-Titan
Mexico
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krodarklorr wrote: Tyran wrote: krodarklorr wrote: Tyran wrote: krodarklorr wrote: Tyran wrote:
Not completely true, each Tyranid codex is in general stronger than it's predecesor. The problem is that the power creep in the other factions has been insane.
I disagree. The 6th edition codex nerfed the Swarmlord extremely hard. They also removed any option as to which Psychic power tree you could take. And they made Synapse actually detrimental to the army. Did I mention they also removed the Doom of Malantai? They also initially removed their drop pods (though they added them back, thank god).
That's why I said in general. The Flyrant was buffed, almost all our monster creatures were buffed and gaunts got cheaper. When comparing both codices in the competitive scene, the 6th edition did better (some tournaments allowed Tyranid players to chose which Codex they wanted to use.)
Even if gaunts got cheaper and our MCs were buffed, the overall army functionality was nerfed. Synapse use to not be a big of a deal. Now it is. You also had access to better powers, so Psychic goodness could really help out. Just because in the competitive scene the "Codex: Flyrant" lists faired better doesn't mean the whole codex as a whole was better.
Synapse always was a big deal, with most of our creatures lacking fearless by themselves and having gakky LD. The problem is that 6th edition made it even more punishing.
Also overall army functionality? 5th edition was Codex: Tervigon, and it had even shittier powers than current codex.
Biomancy, though. That was kind of a big deal.
To put on what, a Flyrant? the problem we have isn't gakky powers, but gakky casters. Biomancy was used to buff Flyrants, and while 6th ed codex took away biomancy, it buffed Flyrants even more.
I'm not saying that the current codex is good, it isn't, it is crap. But there wasn't some lost golden days. 5th edition was as bad if not worse.
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![[Post New]](/s/i/i.gif) 2016/02/25 18:14:18
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Tyran wrote:
I'm not saying that the current codex is good, it isn't, it is crap. But there wasn't some lost golden days. 5th edition was as bad if not worse.
Well everyone I talk to said that the 5th edition book had quite a few cheesy builds, most notably the Tervigon spam and T9 Swarmlords.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:16:06
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Decrepit Dakkanaut
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I'm actually in the boat where I think it makes sense Tyranids would only roll on their own table.
The problem comes from their table sucking some massive donkey balls. It needs fixing.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:20:08
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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Slayer-Fan123 wrote:I'm actually in the boat where I think it makes sense Tyranids would only roll on their own table.
The problem comes from their table sucking some massive donkey balls. It needs fixing.
Well, that, and the fact that Shadow in the Warp doesn't do anything, and they have nothing to help with casting powers. Also, yes, they are technically "psykers", but the work different from the Warp, but have nothing to show for it. I'm going off on a tangent here, but you get my gist.
All in all, I'm just disappointed with Tyranids "psychically".
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:28:31
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Tzeentch Veteran Marine with Psychic Potential
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Slayer-Fan123 wrote:AncientSkarbrand wrote:You're pretty unfriendly, I must say.
No one here is trying to do anything other than help you.
Like I said earlier, you don't want to listen, that is not our fault. I'm not the only person here who is mentioning to take units that can actually hurt flyers.
Not dealing with stupid logic isn't being unfriendly.
What logic of mine was stupid...
When I posted what you quoted, it was meant for the OP.
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This message was edited 1 time. Last update was at 2016/02/25 18:29:51
7500 pts Chaos Daemons |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:29:17
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Auspicious Daemonic Herald
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krodarklorr wrote:Slayer-Fan123 wrote:I'm actually in the boat where I think it makes sense Tyranids would only roll on their own table.
The problem comes from their table sucking some massive donkey balls. It needs fixing.
Well, that, and the fact that Shadow in the Warp doesn't do anything, and they have nothing to help with casting powers. Also, yes, they are technically "psykers", but the work different from the Warp, but have nothing to show for it. I'm going off on a tangent here, but you get my gist.
All in all, I'm just disappointed with Tyranids "psychically".
I hate that people keep saying Shadow of the Warp doesn't do anything. Its a -4LD debuff to psykers. Thats awesome. I can't tell you how many times i've seen a psychic MC blow up to psychic scream because they Shadow of the warp basically did +4 wounds to them or how crappy IG units failed morale because their SM leader was LD6
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![[Post New]](/s/i/i.gif) 2016/02/25 18:32:49
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Loyal Necron Lychguard
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CrownAxe wrote: krodarklorr wrote:Slayer-Fan123 wrote:I'm actually in the boat where I think it makes sense Tyranids would only roll on their own table.
The problem comes from their table sucking some massive donkey balls. It needs fixing.
Well, that, and the fact that Shadow in the Warp doesn't do anything, and they have nothing to help with casting powers. Also, yes, they are technically "psykers", but the work different from the Warp, but have nothing to show for it. I'm going off on a tangent here, but you get my gist.
All in all, I'm just disappointed with Tyranids "psychically".
I hate that people keep saying Shadow of the Warp doesn't do anything. Its a -4LD debuff to psykers. Thats awesome. I can't tell you how many times i've seen a psychic MC blow up to psychic scream because they Shadow of the warp basically did +4 wounds to them or how crappy IG units failed morale because their SM leader was LD6
-3*
I'm not saying it's completely useless, but it hasn't made a difference in any game at all since 7th edition.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/02/25 18:38:56
Subject: Why is the Tyrranids Codex Considered Underpowered?
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Terminator with Assault Cannon
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labmouse42 wrote:Traditio wrote:That would be like saying that the Elder codex would be underpowered if they only had access to wraithknights and scatter bikes.
That's a rather poor comparison. The thing about the Eldar codex is that most of the units there are at least decent.
If you picked a unit, such as dark reapers, out of the codex and put them into another codex they would be in the list of 'autotake'.
Sure, there are a few duds like storm guardians, but most of the units are good. Hell, I've even made good use from shining spears in the codex.
If a codex only has 2-3 good units, then it's options are much more limited.
You really don't get counter-factuals, huh?
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