Switch Theme:

Rewriting Codex: Tyranids  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Regular Dakkanaut




Seeing as many think Tyranids got no love in their codex, I am re-writing it. Feel free to tell me if you think these changes make it overpowered.

Hive Tyrant: 150 points base, Wings upgrade only 50 points, Armored shell, 30 points, also, allowed to have both armored shell and wings on the same tyrant.

Swarmlord: 260 points

Tervigon: Init 2

Parasite of Mortrex: 120 points

Lictor: Allowed to assault when he appears

Deathleaper: 120 points

Venomthrope: 4+ invulnerable save

Zoanthrope: 50 points

Pyrovore: 2 attacks base, 40 points, always explodes when dies by IK, does S3 AP 2 hits

Tyranid Warriors: All attacks against them are at -1 str.

Broodlord: Psychic power tat allows the stealers to assault as if they had grenades.

Shrikes: 4+ save

Ravener: Stealth

Harpy: 3+ save, 150 points

Carnifex: 140 points base

Old One Eye: 200 points

Biovore: Spore Mines are S4 AP 5 rending

Trygon: -20 points for both Trygon and Trygon Prime

Mawloc: 150 points base

Tyrannofex: Init 2, 4 attacks, 240 points base

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Fixture of Dakka





Why are you wishlisting on a viable codex?

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Regular Dakkanaut




Fixing what I consider to be mistakes.

Do you have some feedback? Remember, this is a proposed rules forum.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Fixture of Dakka





My feedback is to change nothing. It's a perfectly good codex.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in au
Screamin' Stormboy




Sydney, Australia

Just... wow. Good luck finding opponent's who are happy to get on board with all that!

I think generally re-writes should be about making the army more fun or to increase the viability of universally-acknowledged bad units. You seem just to be increasing the power of half of the codex by a substantial amount, and it includes a bunch of units that everyone already uses because they're properly costed.

For a start, I would just do the stuff you don't see often on the tables. That means consider leaving the trygons, tervigons, hive tyrants, swarmlord, zoanthropes, tyrannofexes alone. Remember that not everyone plays Space Wolves or Grey Knights and for those people these units are still pretty hard to deal with.
   
Made in us
Consigned to the Grim Darkness





USA

I would only make MAYBE two changes.

One is that tyranid primes can join warriors in their spore pods, the other being that shadow in the warp effects passengers of vehicles. Which is really just a FAQ change.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in ca
Regular Dakkanaut





please for the love of god make biovores able to target a target and not a unit, i like spore mines for field denial, and mebe D3 mines per shot.
   
Made in us
Dakka Veteran




As others have said, don't change anything on the models that see heavy use, that's usually a good indicator that they don't need to be changed.

Doom of Malantai needs either IC or EW.
Fix the dumb FAQ bits. Spods should work exactly like normal dedicated transports (IE, ICs can join them, and it shouldn't be mandatory to start the game in the pod), and Shadow should work on psykers in transports.
Parasite of Mortrex needs to be able to spawn ripper swarms without it costing the game on KP missions.

Possibly come up with some kind of counter to the excessive anti Nidzilla from the more recent codices (not an easy task, since you also don't want to nullify the way those armies work).

This message was edited 1 time. Last update was at 2011/04/11 20:34:33


 
   
Made in au
Fresh-Faced New User




The major problem in Tyranids is the players only taking the viable units.

So, the solution is to mildly buff the units not frequently taken like warriors, so my 2 cents are making Raveners and Warriors T5 to make them more resilient and make Shadow in the warp a army wide special rule, after all there is a planet of the bugs present just not all of them are seen in a normal game (and make them affect Psykers in transports) Also, just a fun extension I'd like to see the Carnifex be dropped in points and have access to the number of biomorphs available from the 3rd edition and points on the biomorphs adjusted to make the Carnifex roughly the same cost as present, and with different options in the brood. It would be a nice change from 3 trygons all the time.

Finally, with the amount of anti-transport firepower lacking somewhat in a nid army, I thought of hive guard having multiple weapon options. (and a corresponding increase in points ~10 or so) to get access to HVC, VC, BS and the like. Feel free to shoot me down.
   
Made in us
Liche Priest Hierophant






If point balance is an issue with a cheaper 'fex with more options, it could be made mandatory that it takes a certain number of them, much like the Deffdred of the Orks.

Of course, it could already be that way, and I could just be talking out my @$$.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in au
Tough-as-Nails Ork Boy





The biggest single positive change to the Tyranids would be making synapse bestow Eternal Warrior on any creature within range.
   
Made in us
Sybarite Swinging an Agonizer






The biggest single positive change to the Tyranids would be making synapse bestow Eternal Warrior on any creature within range.


This. And I would make Carnifexes a bit cheaper. That is really all they need.


Playing chess doesn't require skill, it just requires you to be good at chess...

...that would be a skill 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Melissia wrote:One is that tyranid primes can join warriors in their spore pods, the other being that shadow in the warp effects passengers of vehicles. Which is really just a FAQ change.


Dear god yes...and you can drop Spods empty and deploy the units they were bought for normally.

kadeton wrote:The biggest single positive change to the Tyranids would be making synapse bestow Eternal Warrior on any creature within range.


I really don't think they need to go back to this. However, I WOULD try out having synapse creatures themselves get EW. I think the non-MC synapse critters would generally need a points bump for this, but the MCs are a bit over-costed as is. I'd drop the non-synapse MCs down in points by about 30 points.

This message was edited 1 time. Last update was at 2011/04/22 04:28:25


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Another change I would like to see, is to have the Venom cannon and Heavy venom cannon be a viable tank supression weapon.

Venom cannon

36" S7 Ap4 Assault 4. -1 on the Damage table.


Heavy Venom Cannon

36" S9 AP3 Assault 2. -1 on the damage table.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in nz
Brainy Zoanthrope






er just gonna say that tyranids are just fine as they are, haven't lost a game at my LSG in a month, they have bad units and they have redicules units such as TERVIGON WHO DOESN"T NEED MODIFYING BECAUSE IT IS OVER POWERED.

Gargoyls assualt "Seems Good"

Tyranids 500
1k
1.5k
1750
1850
2k

Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
Made in au
Malicious Mandrake





Carnies should be 110pts.

Compare them to a dreadknight. Yeah.


@Dave_Nz;
My understanding is that I2 is really just an attempt to protect them from Jaws Of the World Wolf a little, which currently gimps most of the Nid codex.

But the truth is that tervies don't need an init boost, Jaws just shouldn't exist...

*Click*  
   
Made in ca
Huge Hierodule






Outflanking

My ideas are:

Cut about 40 points off all MC's except the Tervigon. Trygon only cuts 20pt. Trygon Prime gets full cut. Tyranofex gets a 60pt cut.

Make Lictors FA, and allow their bonus to reserves bgin turn 2.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Lord of the Fleet






bucheonman wrote:Fixing what I consider to be mistakes.

Interesting that every fix is an improvement.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I agree that there's some editing needed in the codex, and I agree with the above that this should only be approached from a 'make things more interesting' direction as opposed to getting tempted to hand out stat boosts and price cuts.

Armoured Shell should give a model Slow and Purposeful and Eternal Warrior, and remain not being allowed with Jump Infantry.

Re MC pricing. I agree with pricing down Carnifexes a little, but not too much. They can blob up with Primes and throw on Catalyst to make a VERY robust unit, what with wound allocation, cover and FNP.

Stealers do not need assault grenade emulation, they can be FNP'd and the prey Paroxysm'd or pinned. Tyranids not mass producing frag grenades was a bold move, one I like.

Lictors should have Implant Attacks. In 2ed, they were the flagbearers of injecting deadly toxins.

Units capable of jumping out of a Trygon's hole should be committed to it pre-game and either exempt from rolling to arrive until the hole's there, or guaranteed to arrive a turn after the Trygon. Right now, this unit synergy only works in Apocalypse.

Tyranid Prime should be able to join a Warrior unit in a Spod.

Pyrovore needs more attacks, but not more powerful explosions.

This message was edited 1 time. Last update was at 2011/05/07 19:28:12


   
Made in ca
Huge Hierodule






Outflanking

Make Heavy Venom Cannons at least S10 Assault 2. This combined with their lowered cost, helps carnifex's actually fit into the army, by giving them the ability to compete with other units.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Crazy_Carnifex wrote:Make Heavy Venom Cannons at least S10 Assault 2. This combined with their lowered cost, helps carnifex's actually fit into the army, by giving them the ability to compete with other units.


What role would this leave the Tyrannofex?

   
Made in us
Mekboy Hammerin' Somethin'





Look, if you *really* want to fix the codex, give our units Assault Grenades. Assault Grenades and some Initiative boosts on some of the MCs to protect against JoTWW (not significant boosts).

MAYBE give warriors a boost in Toughness, but at +15 points to the warriors.

Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.

Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

We do not need assault grenades, we have many ways to make the enemy hit on 5's, go to ground, strike at reduced I, or have to hack through FNP. Tyranids are an army that uses unit synergy, not munitions factories.

   
Made in ca
Huge Hierodule






Outflanking

lindsay40k wrote:
Crazy_Carnifex wrote:Make Heavy Venom Cannons at least S10 Assault 2. This combined with their lowered cost, helps carnifex's actually fit into the army, by giving them the ability to compete with other units.


What role would this leave the Tyrannofex?


The Tyranofex would become a more durable Carnifex. It could easily be dropped from the codex. There is no model, and it serves no role that would be needed if the Carnifex was actually done right.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Khorne Veteran Marine with Chain-Axe






Wings be cheaper then current but not as cheap as before
Allow warriors to carry different loadouts.
Carnifexes with some better upgrades, some of the previous edition stuff i.e. str, armor, wounds
Allow crushing claws to work with living battering ram
Lictors assault turn they arrive
Beast back on Hormagaunts
Some way to purchase an invul save
Scything talons to give attacks vice rerolls

Honestly, I would just like the previous codex back with some tweaks. Drop all the stuff that doesn't exist in 5th ed and keep the new synapse and instinctive behavior.

I played nids for a while and haven't touched them since the new dex came out, I think we got hosed and yes I have tried the new dex, can't find a list that works for me. Especially considering what everyone else has gotten.

Refer to Page 5

PLAY LIKE YOU GOT A PAIR!!

World Eaters 5000 pts 
   
Made in us
Ferocious Blood Claw




i would want to see an invulnerable save for MC, 30pts for 2 up armour 5 up INV, or 50pts for 2up arm 3 up inv
maybe T7 on MC,
Synaps giving Eternal Warrior,
thats about all i would want
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Erm, you want Carnifexes in Terminator Armour?

I'd settle for Armoured Shell giving EW and Slow and Purposeful. Maybe a small price drop on Carnifexes.

   
Made in us
Ferocious Blood Claw




yeah termie armour for Fex,
im tired of thunderhammer Storm shields outright killing carnifexes without a chance at survival...

3's to hit 2's to wound and no chance at a save? that means 3 TH SS standing still can kill at LEAST 1 fex a round, at 120 pts... not including missles that do the same from arross the board...

hive tyrants die that fast too. granted 4's to hit and 2's to wound. no invon save means they just die
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Hit the Termies with Paroxysm, they'll need 5's to hit. That's halving the incoming blows, even better than a 5++. Regardless, TH/SS Termies are top tier MC killers and should not be engaged by them; either isolate them, or force them to roll 1's with saturated fire or Roidgaunt spam.

Catalyst and a Gargoyle screen can easily reduce Krak Missile casualties by 75%. To really buff up a Fexstar's endurance, have a couple of Tyranids Prime jump in so the unit is as easily hidden as infantry and can allocate wounds.

If you haven't read http://www.dakkadakka.com/dakkaforum/posts/list/319613.page already, it's a very handy tactica thread.

   
 
Forum Index » 40K Proposed Rules
Go to: