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Made in us
Clousseau





East Bay, Ca, US

If they start costing points people will just bring double devourers. Most people already do.

My personal opinion is that twin devourers will see a price hike, rather than MRC. They're incredibly good for their price.

Impaler cannons might also go up in price.
Genestealer rending claws could, too, go up in price.

But it's hard to say. I'm not convinced Tyranids are this overperforming juggernaut that bears nerfing.

And while the Broodlord is probably overcosted, remember that he can't be targeted. Hive Tyrants can.

This message was edited 3 times. Last update was at 2018/03/08 06:06:34


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Regular Dakkanaut




I'll be pretty amazed if genestealers go up in price. What was the last genestealer spam list you saw doing well at an event?

They are a tool, sure they hit hard. But they die in droves too. If they nerf stealers they'll have to nerf half of the units in the game.

Flyrants on the other hand, I'd expect to see pts increases to MRC and devourers.

Impaler cannons I hope not, sure hive guard are good but again its a unit with obvious weaknesses (just touch it in combat)

   
Made in dk
Automated Rubric Marine of Tzeentch



Netherlands

Just gimme a tyranid prime for -30 pts. It's crazy that the warriors are really really decent stats and points wise AND with great weapon options and loadouts, yet the Prime price keeps them from being front liners.

I really believe that a Tyranid Prime at 90 pts would open so, so many build options for Tyranids.

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Made in it
Dakka Veteran




Tyranids do not need any nerf whatsoever, they are one if not the most balanced codex in 40K atm. Just buff the few obvious things and we've got a good example of balancing
   
Made in gb
Regular Dakkanaut




I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already

   
Made in it
Dakka Veteran




Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit

This message was edited 1 time. Last update was at 2018/03/08 12:04:59


 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?
   
Made in gb
Regular Dakkanaut




compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.

   
Made in it
Dakka Veteran




Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE
   
Made in gb
Regular Dakkanaut




Aeri wrote:
Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?


Very well.
The codex has good internal balance, a lot of its choices are competitive and it can be built in a wide variety of ways.

Major build examples would be:
Kronos gunline: expect biovores and hive guard with a solid screen.
Kraken stealer shock: lots of stealers, lots of combat, backed up by a little shooting. This list is super fast
Jormungandr deep strike: the hybrid build really, combat units or shooty units appearing out of the ground. Quite often paired with a shooty gunline, potentially kronos in another detachment.

And flyrant spam: 5+ flyrants. Usually a kronos warlord for the trait. Otherwise leviathan is favoured generally. Kraken also has its place for move, shoot and charge regardless of being engaged or not.


Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


It is.....but is it 4 extra wounds +1 invul. Re-rolling wounds with extra damage. 14 str 6 shots. extra psychic power, 18" fearless bubble. inbuilt deep strike. +1 to charge huge?
Considering the MRC/devourer/adrenal flyrant is 9pts more.....

This message was edited 1 time. Last update was at 2018/03/08 12:27:50


   
Made in us
Lone Wolf Sentinel Pilot






Texas

KurtAngle2 wrote:
Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit



Agree with most of this.

Swarmlord 250
Prime prob drop by 25 and have the ability to take VC
Neurothrope is good even with smite nerf
OOE is good
Broodlord is too much
Tervigon just needs to be a 9 wound character, problem solved. She will always have gaunts with her to act as screen.



Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


This.

This message was edited 1 time. Last update was at 2018/03/08 14:24:03


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Made in us
Clousseau





East Bay, Ca, US

KurtAngle2 wrote:
Sneggy wrote:
I'd argue (and bear in mind I'm a competitive player with Tyranids) that flyrants are a touch too good and that can be sorted by making MRC cost 15pts like the other CC weapons.

I agree everything else is fine. Some units (haruspex, maleceptor, toxicrene spring to mind) could use a bit of buffing up but can't really complain as we have a wealth of decent choices already


People use flyrants because the other HQs are a tad overpriced:

- Swarmlord costs 300 pts (too much, lower it to 250) and needs Guards/Tyrannocyte too
- Tyranid Prime overpriced by 40 pts
- Neurothrope is good but Smite nerf will kill his viability in multiples
- Old One Eye overpriced by 20 pts
- Broodlord overpriced by 30 pts
- Tervigon is useless and needs a rework

Furthermore (except for the Neurothrope) all those HQs are highly sinergistic with a specific unit whereas Hive Tyrant are a very good generalist unit


I 100% agree with this. My competitive Tyranid list doesn't spam hive tyrants. I have 2. I have very much tried to use other HQs, but they just aren't worth. I have tried the Swarmlord - he dies turn 1. I have tried Broodlords - they're way too expensive and die very fast to any real melee. Neurothropes I use, but mainly because they're durable and the cheapest thing; their psychic rarely does much of anything. If there was a cheaper HQ with different utility i would use it in a heartbeat. I have considered the Tyranid Prime, but again, he is more expensive and offers less. And a Tervigon is a flat out JOKE. His best use is a kitbash to make cool hive tyrants.

I would PREFER to have a Swarmlord and a Broodlord in my list. The main reason I run hive tyrants with wings is because i can keep them off of the table, and therefore ALIVE in this bonkers shooting meta. Yet a Swarmlord and a Broodlord... will cast less psychic powers, have 24 less shots, less wounds, and are susceptible to alpha... for pretty much the *same* cost. If MRC become 15 points, i'm going to look for a way to make these guys even cheaper. The MRC rarely come up, anyway.

This message was edited 2 times. Last update was at 2018/03/08 16:14:59


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in it
Dakka Veteran




The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Btw sent this email to GW inbox hoping it would be read by any WH40K Game Designer:

Good afternoon.

Generally I don't really use emails as the common method to suggest changes in a game environment but since this is the only email box that Warhammer 40k Developers avidly read (or atleast I think so), I'm going to explain why many of the Tyranid HQs are often not taken (and that has nothing to do with the apparent OPNESS of Tyranid Hive Tyrants but mainly lack of choice or premium price for synergistic rule).

Hive Tyrant
The epithome of Tyranid balanc. It's an all around model that can put pressure in each phase of the game whilst not being broken OP in each of those (any serious specialist will beat him in his field of competence). Well designed unit and price tag except for the seemingly uselessness of the on-foot version.

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.

Tyranid Prime
I could live with the fact that he has no ranged weapon available, but the price tag for this model is so insane that you're better playing even more Warrior instead of using him to buff the existant ones. Needs a hefty price drop to be even remotely decent (not even competitive) in a friendly environment. Have 12+ Tyranid Warriors taking dust because I can't really justify the lack of sinergies within the codex.

Neurothrope
Everything is fine, but the supposedly Smite nerf is gonna kill this model when taking in multiples. This HQ is nonetheless good and helps you fill the HQ slot since other options really have a steep price tag.

Old One Eye
Fine, just lower his cost a bit (I'd say 15/20 pts) and we have a real contender for lists including 3+ Carnefices instead of relying on another Flyrant.

Broodlord
I can't understand why this guy costs so much (162 pts). He's just 1 fewer point than the mighty Flyrant and loses just too much in every aspect (expect Survivability but that is not inherently unique to Broodlord but to every Character with fewer than 10 wounds). The model should've been 120/130 pts from the start otherwise I can't see myself (and every other Tyranid player confirmed my impression from a realistical and mathematical point of view) giving up 15 Genestealer for his +1 to hit bubble. Drop points now!

Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).

I'm not sure all of this wall of text will be read, in case I'd be happier if any of the GW designer sends a reply back just to inform me that something is changing in the March FAQ or CA 2018.

Best regards

This message was edited 1 time. Last update was at 2018/03/08 17:23:15


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

KurtAngle2 wrote:
The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.
[\quote]

yeah. Look at Bobby G at 285. He has so much more. Possible rework of Swarmlord to 285 pts give him the following:
Keep stat line except for wounds, drop to 9 to make non targetable. I am even fine with the current invuls and AS, even though Bobby G is better.
Warlord trait, he gets 2, the default one he has for redeployment AND another of the players choice. [Bobby G has All from the BRB(3)]
Take away degrading and keep him at 9/8/7 line.
Increase synapse and SitW range to 18" as he is unique character. [not so important for Synapse, but it helps put him on par with the Deny the witch Bobby G has and represents his leadership I feel]
Increase range of Hive Commander to 12" rather than 6" [again represents the SL leadership. Sometimes I have to daisy chain GS around a building to make sure I get my 6" range, but keep SL out of LoS so he isn't shot of the board turn 1]

I am fine with not having the crazy sword or armor like bobby G, nor the resurrection.


Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).



Drop wounds to 9 so she is not targetable. Give her access to Carnifex Weapons basically, the Heavy venon cannon, devourers, etc....Increase synapse to 18"

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*I'm on Bartertown as Dynas 
   
Made in it
Dakka Veteran




You can't just drop everything to 9 wounds or less to make them playable...that's a fail in game design and should never happen.
   
Made in us
Stubborn Prosecutor





 Dynas wrote:
KurtAngle2 wrote:
The other option to fix Swarmlord is to to keep his cost, raise his wound count to 18 (he's more pricey with his guards than equivalent Greater Daemons in Daemon codex) and give him some sort of bonus inside his Synapse Aura (remember that Tyranids do not have rerolls of any sort so even 1s to Wound would be fair at his ENORMOUS price).

Swarmlord
The big bad boss is still a Hive Tyrant in disguise after all and there aren't too many differences in terms of abilities, whilst lacking any ranged damage output and costing almost as 2 Hive Tyrants (and almost 3 when you take the minimum 3 Tyrant Guards that accompany him). Even though he could be fixed by lowering his cost (by a fair amount I'd say, even 40 would not be enough considering the zero survivability increase compared to a Hive Tyrant against any ranged weapon), I think he just needs an increased survivability (12 wounds are not enough since he's in the price tag of Greater Daemons and much more when taking Guards) and an additional ability really worthy of the loss of any customization, therefore building a list with him from the ground-up and not merely inserting him and switching place with a Hive Tyrant as if they were almost the same thing.
[\quote]

yeah. Look at Bobby G at 285. He has so much more. Possible rework of Swarmlord to 285 pts give him the following:
Keep stat line except for wounds, drop to 9 to make non targetable. I am even fine with the current invuls and AS, even though Bobby G is better.
Warlord trait, he gets 2, the default one he has for redeployment AND another of the players choice. [Bobby G has All from the BRB(3)]
Take away degrading and keep him at 9/8/7 line.
Increase synapse and SitW range to 18" as he is unique character. [not so important for Synapse, but it helps put him on par with the Deny the witch Bobby G has and represents his leadership I feel]
Increase range of Hive Commander to 12" rather than 6" [again represents the SL leadership. Sometimes I have to daisy chain GS around a building to make sure I get my 6" range, but keep SL out of LoS so he isn't shot of the board turn 1]

I am fine with not having the crazy sword or armor like bobby G, nor the resurrection.


Tervigon
Whilst many of our HQs choices just need a price drop (and Swarmlord arguably a buff too), our lovely mother is in full need of a total rework. Everything within herself is wrong on so many levels that I can't even think of a way to immediately fix her since no price drop would make her even fieldable. There no real synergies, the tankiness is overpriced in this edition, she has no damage output in both a melee and ranged context, the single psychic power can be cast by any other psyker for a cheaper price and when relying on smite there are diminishing returns for multiple istances (but that's the Beta rule that sucks since it fixes a non-existant problem nowadays).



Drop wounds to 9 so she is not targetable. Give her access to Carnifex Weapons basically, the Heavy venon cannon, devourers, etc....Increase synapse to 18"


The Tervigon is kind of OP if you make it less than 10 wounds. It can generate its own models to prevent it from being shot at that point. They'd go from one of our 'meh' units to the must-have.

This message was edited 1 time. Last update was at 2018/03/08 21:18:28


Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
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Utilizing Careful Highlighting





Augusta GA

Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.
   
Made in us
Norn Queen






Tervigons need about 2-4 more wounds and termagants should be able to act like tyrant guard for tervigons. That would 100% fix them for their current cost.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Tough Tyrant Guard






All bodyguard units should redirect the incoming attack, otherwise the only stat that matters is wounds/pts. Give Tyrant Guard a 2+, block for any character, and the ability to absorb incoming shots, then you just need minor pts tweaks to swarmlord and tervigon.

Give broodlord 4++, minor points drop.

Prime major points drop.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Sneggy wrote:
Aeri wrote:
Quick questions from someone who doesn't play nids:

How are nids doing right now? (not talking about tournaments though)

What are the top 3 lists/tactics people play?


Very well.
The codex has good internal balance, a lot of its choices are competitive and it can be built in a wide variety of ways.

Major build examples would be:
Kronos gunline: expect biovores and hive guard with a solid screen.
Kraken stealer shock: lots of stealers, lots of combat, backed up by a little shooting. This list is super fast
Jormungandr deep strike: the hybrid build really, combat units or shooty units appearing out of the ground. Quite often paired with a shooty gunline, potentially kronos in another detachment.

And flyrant spam: 5+ flyrants. Usually a kronos warlord for the trait. Otherwise leviathan is favoured generally. Kraken also has its place for move, shoot and charge regardless of being engaged or not.


Automatically Appended Next Post:
KurtAngle2 wrote:
Sneggy wrote:
compare a flyrant to a daemon prince (daemon princes of course being considered very good.) and see quite how much better the flyrant is than the daemon prince.

I love my flyrant but hate hate hate flyrant spam. I find it so dull and uninventive. I'd take a 15pt hit to my single flyrant to see those taking 6 or 7 take a much bigger pts hit.


Daemon princes are NOT targetable and that alone is HUGE


It is.....but is it 4 extra wounds +1 invul. Re-rolling wounds with extra damage. 14 str 6 shots. extra psychic power, 18" fearless bubble. inbuilt deep strike. +1 to charge huge?
Considering the MRC/devourer/adrenal flyrant is 9pts more.....



good to hear!

I mostly play Tau and my brother mostly plays nids.
Haven't played for a while now, but I used to table him hard. Is this still the case now? (new codex makes tau a lot stronger too)

What would you recommend to play against tau?
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg


good to hear!

I mostly play Tau and my brother mostly plays nids.
Haven't played for a while now, but I used to table him hard. Is this still the case now? (new codex makes tau a lot stronger too)

What would you recommend to play against tau?


30 gargoyles to drop in next to the SL, double move and tie up his tanks until the rest of your army gets to them
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

Assuming you somehow keep the SL alive beyond the first turn, which requires either TG or a Tyrannocyte.


Automatically Appended Next Post:
And no screens.

This message was edited 1 time. Last update was at 2018/03/09 13:50:04


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Badablack wrote:
Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.


Totally agree about the Tervigon. If all they did was drop the wounds or add more I would be fine with it. I do like the idea of Tyrant Guard blocking wounds for any character, not necessarily any unit. Why would they sacrifice themselves for a mob of gants for example.

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*I'm on Bartertown as Dynas 
   
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Automated Rubric Marine of Tzeentch



Netherlands

 Dynas wrote:
 Badablack wrote:
Tervigons should be able to use gants as shields. Tyrant Guard should also be able to block wounds for any other unit. That would help with getting our big slow monsters into melee.


Totally agree about the Tervigon. If all they did was drop the wounds or add more I would be fine with it. I do like the idea of Tyrant Guard blocking wounds for any character, not necessarily any unit. Why would they sacrifice themselves for a mob of gants for example.


The love of a mother....


I don't think a tervigon needs protection. It's tough enough. The problem is that it does not come any close to the utility it should have to justify the cost:

It does psychic stuff but it's rather weak at doing it.
It does shoot but it's weak at doing it.
It does hth but it's weak at doing it.
It buffs nearby gants but not well enough - might as well buy more gants instead.
It spawns new units but that costs reinforcement points so not really.
It does explode friendly units upon dying, which defeats the purpose that you want it to be near gants in the first place.

The only thing it has going for it is synapse and that it's a tough bitch to bring down. That alone does not justify 240 pts. I think GW looked at the tervigon and thought "Holy gak this model does it all! It shoots, it buffs, it spawns, it casts psychic powers, it's synapse and it's tough as nails. We should probably make it cost a lot".

14000
15000
4000 
   
Made in de
Towering Hierophant Bio-Titan






While there are various rules & stat tweaks I'd like to see too, points adjustments have to be the simplest and easiest way to adjust internal balance. Here's my take on how to even out our list-building choices.

We have quite a few competing units and options where the decision is practically already made for us due to point values:
  • Warrior ranged weapons
  • Walkrant vs Flyrant
  • Rippers vs gaunts for cheap slot filling

  • There are also several units like Lictors, Tervigons and Tyrannocytes that struggle to fulfill their old roles due to new 8E rules. Cheaper Tyrannocytes open up deployment options for certain units without relying on the Jormungandr stratagem or sticking to fast units like Flyrants & 'stealers. This includes an expanded role for Warriors, Pyrovores, Shockcannon Hive Guard, and Zoans. Being able to bring characters along with units like everyone else's transports can would be best, though.

    I like the idea of Primes rather than Neurothropes being the best option for cheap detachment HQs. It's more 'fluffy' to see them acting as lieutenants rather than multiple rare strains of Zoanthrope. In contrast, with a Smite nerf likely then Zoanthropes should see some positive attention. Primes being cheaper is also a major buff for Warriors, alongside some other tweaks to our medium-sized bugs.

    Biovores 40 (+4)
    Broodlord 150 (-12)
    Haruspex 180 (-18)
    Hive Tyrant 135 (-7)
    Hive Tyrant with Wings 180 (+10)
    Lictor 35 (-6)
    Maleceptor 133 (-29)
    Neurothrope 84 (+14)
    Ripper Swarms 12 (+1)
    Screamer-killers 82 (-8)
    Tervigon 180 (-45)
    Toxicrene 139 (-18)
    Tyranid Prime 76 (-24)
    Tyrannocyte 75 (-23)
    Tyrant Guard 30 (-5)
    Venomthropes 24 (-6)
    Zoanthropes 36 (-4)

    Deathleaper 82 (-8)
    The Swarmlord 270 (-30)

    Devourer (Termagant) 4 (unchanged)
    Devourer (Warrior / Prime) 3 (-1)
    Deathspitter 6 (+1)
    Impaler Cannon 36 (+6)


    Toxin sacs (Hormagaunt) 1 (-1)
    Toxin sacs (Genestealer) 3 (-1)
    Toxin sacs (Tyranid Warrior / Prime) 2 (-2)

    Our FW stuff could benefit from the new codex rules if they weren't still stuck on 8E launch level point costs. This brings them in line with other superheavies that have been revised down since then, such as the Baneblade or Lord of Skulls:

    Barbed Hierodule (total cost) 360 (-82)
    Dimachaeron 170 (-30)
    Harridan (total cost) 640 (-122)
    Malanthrope 130 (-10)
    Scythed Hierodule (total cost) 340 (-70)
       
    Made in no
    Liche Priest Hierophant





    Bergen

    If you wanne discuss rules change and not tactics there is a forum for that. This tends to clutter and rarly gets anywhere.

       
    Made in no
    Mutilatin' Mad Dok





    Norway, Tønsberg

    I agree with @niiai on this, just one more question regarding this though. Do we know when’s the faq is coming?
       
    Made in it
    Dakka Veteran




     xttz wrote:
    While there are various rules & stat tweaks I'd like to see too, points adjustments have to be the simplest and easiest way to adjust internal balance. Here's my take on how to even out our list-building choices.

    We have quite a few competing units and options where the decision is practically already made for us due to point values:
  • Warrior ranged weapons
  • Walkrant vs Flyrant
  • Rippers vs gaunts for cheap slot filling

  • There are also several units like Lictors, Tervigons and Tyrannocytes that struggle to fulfill their old roles due to new 8E rules. Cheaper Tyrannocytes open up deployment options for certain units without relying on the Jormungandr stratagem or sticking to fast units like Flyrants & 'stealers. This includes an expanded role for Warriors, Pyrovores, Shockcannon Hive Guard, and Zoans. Being able to bring characters along with units like everyone else's transports can would be best, though.

    I like the idea of Primes rather than Neurothropes being the best option for cheap detachment HQs. It's more 'fluffy' to see them acting as lieutenants rather than multiple rare strains of Zoanthrope. In contrast, with a Smite nerf likely then Zoanthropes should see some positive attention. Primes being cheaper is also a major buff for Warriors, alongside some other tweaks to our medium-sized bugs.

    Biovores 40 (+4)
    Broodlord 150 (-12)
    Haruspex 180 (-18)
    Hive Tyrant 135 (-7)
    Hive Tyrant with Wings 180 (+10)
    Lictor 35 (-6)
    Maleceptor 133 (-29)
    Neurothrope 84 (+14)
    Ripper Swarms 12 (+1)
    Screamer-killers 82 (-8)
    Tervigon 180 (-45)
    Toxicrene 139 (-18)
    Tyranid Prime 76 (-24)
    Tyrannocyte 75 (-23)
    Tyrant Guard 30 (-5)
    Venomthropes 24 (-6)
    Zoanthropes 36 (-4)

    Deathleaper 82 (-8)
    The Swarmlord 270 (-30)

    Devourer (Termagant) 4 (unchanged)
    Devourer (Warrior / Prime) 3 (-1)
    Deathspitter 6 (+1)
    Impaler Cannon 36 (+6)


    Toxin sacs (Hormagaunt) 1 (-1)
    Toxin sacs (Genestealer) 3 (-1)
    Toxin sacs (Tyranid Warrior / Prime) 2 (-2)

    Our FW stuff could benefit from the new codex rules if they weren't still stuck on 8E launch level point costs. This brings them in line with other superheavies that have been revised down since then, such as the Baneblade or Lord of Skulls:

    Barbed Hierodule (total cost) 360 (-82)
    Dimachaeron 170 (-30)
    Harridan (total cost) 640 (-122)
    Malanthrope 130 (-10)
    Scythed Hierodule (total cost) 340 (-70)


    Sorry but that's bad balancing: you're nerfing units without a real reason just because "they're often taken" and not considering the non viable alternatives that force such choice.
    Oh and most of the points decreases are worthless. You still wouldn't be taking a Swarmlord a 270pt or a Tervigon at 180pt

    This message was edited 1 time. Last update was at 2018/03/09 16:45:46


     
       
    Made in no
    Liche Priest Hierophant





    Bergen

    Please do not start this on this thread!

       
    Made in us
    Norn Queen






    Agreed. If you wanna pitch balancing ideas start a thread in proposed rules.


    These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
     
       
     
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