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Do you think that Tyranids are cheap points wise?
Yes
No. They're just right
No. They should be lower!
Waaaaaayyyyy too cheap.

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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

I don't see any glaring problems with Tyranids, at least from an opponent's point of view. I wish my buddy used more Gaunts since I love blasting the little guys, but that's more of a personal thing than a problem with the codex.

Check out my Youtube channel!
 
   
Made in us
Raging Ravener




Orlando, FL, USA

Brother SRM wrote:I don't see any glaring problems with Tyranids, at least from an opponent's point of view. I wish my buddy used more Gaunts since I love blasting the little guys, but that's more of a personal thing than a problem with the codex.

It doesn't say much good about the codex when you wish your opponent carried more of their most common troop because they're so easy to kill.



Compared to guardsmen, termagants are overcosted. Guardsmen get Orders, better armor, free grenades (which can hurt tanks), longer range, higher leadership, and don't need to be babysat. Termagants get bolt pistols and higher initiative (which kind of goes out the window since nothing in the army can take grenades).

Compared to boyz, everything is a joke, but hormagaunts especially. T4 means everything, powerklaws mean everything, need needing to be babysat means everything, S4 without upgrades means everything, 4 WS4 attacks on the charge with optional pistols shots... the list goes on. Hormagaunts get better initiative (which, without grenades, is a gamble), better Fleet (but Orks can ride trukks), rerolls of 1's in combat, and the ability to spend even more points to give them upgrades that put them on par with 6 point boyz.

Not to mention that both of these examples leave out the possibilities of meching up the compared units, making them entirely invulnerable to be affected by swarm-level Tyranids.

Termagants only become good when gotten for free via tervigon, or when granted abilities via other members of the army. The same goes for hormagaunts, hive tyrants, trygons, and pretty much everything else in the book save for genestealers, hive guards, and zoanthropes. The codex has nothing undercosted, a lot of things questionably costed (with a possibility of overcosting), and a huge requirement for the expected synergies to occur. If you have a working Tyranid machine with all the cogs and gears in operation, your army is a fearsome beast. If somebody kills one of your units, the chain breaks and the army falls apart.
   
Made in us
Longtime Dakkanaut






Agreed with most of the above. When compared to boyz, gants need upgrades that make them cost 10 points AND the charge, or the (as stated) multiple unit synergy, in order to stand up troop to troop.

That said though, I really think only the options need to be tweeked: The base models and costs are fine if a little bland. Make the Horm's upgrades cost 1 point each, like the gargoyles do, and the 8 Point horm gets pretty awesome--as awesome as the gargoyle anyway, and a usable troop unit for armies that think you shouldnt be forced to take a tervigon to have decent troops.

Likewise, if each of the carnifex options were each 10-15 points less, the fex would be fine. The t-fex, if it came stock with all the shooting attacks, or if the individual shooting attacks were twice as good as currently costed, would be fine.

But, as the fact is that the book is out and set, nothing will be fixed now. So if you want to beat boyz, you need either gobs of upgraded gargoyles, or gobs of termigants with tervigon support. Thats pretty much all nids get that can actually counter horde.

And, as many have pointed out, by being forced to play hordes of termigants or gargoyles, finishing a tourney game on turn 2 or 3 is likely gonna be a common occurance to nid players, as they are used to only having 8 MCs and a couple of small troop squads, not 140 some models.
   
Made in gb
Devastating Dark Reaper






Well how about this for an awesome Tyranid cheap Termagant spam list:

HQ:
Tervigon
Tervigon

Troops:
30 Termagants
30 Termagants
30 Termagants
Tervigon
Tervigon
Tervigon

That is just 1250 points for mass Termies spamming. Try killing all of those Termagaunts with 1250 points without using big vehicles like Land Raiders or Fire Prisms or stuff like that.

[W/D/L]
Eldar: 13/1/5 (latest win: Blood Angels - 1500 Points; latest draw: with Grey Knights vs Chaos and Dark Eldar vs Blood Angels - 3700 Points; latest loss: Space Marines - 1500 Points)
Blood Angels: 10/2/1 (latest win: vs Grey Knights - 1000 Points; latest draw: Tau Empire and Orks - 1000 Points; latest loss: Tau Empire - 750 Points)
Orks: 0/0/0
Tyranids: 0/0/0

Lizardmen: 0/0/0
High Elves: 0/0/0  
   
Made in us
Longtime Dakkanaut






Add 9 hive guard, and give the tervigons the all the upgrades, and its not a bad list 2k list. Main issue is near unplayability of this list--you need to have ~150 termagants for wysiwyg purpose, you need to buy a minimum of 5 MC kits for the tervigons for wysiwyg, and 9 hiveguard, again for wysiwyg. Thus, in a word, no tyranid player can currently field this list without, what, $700 dollars retail as a conservitive estimate?

Its worse than the 180 shoota orks for all the ork players that had 180 choppa orks. At least you get the bits in the 180 choppa orks to also have made shootas; you would just need to rip off 180 arms. With the nids, though, to convert things like hive guard and tervigons require basicly smashing models to their constituant bits.
   
Made in au
Camouflaged Zero






Australia

You should have magnetised the Orks!

What? Everyone keeps telling the Tyranid players to stop complaining because they should have magnetised their Gaunts!

Order of the Ebon Chalice, 2,624pts
Officio Assassinorum, 570pts
Hive Fleet Viracocha, 3,673pts
562pts 
   
 
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