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Made in us
Foolproof Falcon Pilot





Re-wrote most of the current nid codex to fit more into the actual theme of nids. Removes quite a few units, such as the Tfex and Tervigon because the first is folded into the Cfex and the 2nd never made any sense at all and was just there to add a silly rule to the game. Also buffs a lot of the units that were crap (lictor, warriors). It changes the nids to be mutable again and gives the army the ability to be all over the table. Lots more stuff can outflank or have rules that increase mobility. The point was to make nids an unconventional army. Nids shouldnt have to stand there and march up the table while getting shot, they should make you fear the battle edge, cluster up, then drop in all around you. The army retains the abiltiy to be a conventional army, but it has options. Shooting is now a viable option. Slots are no longer incredibly congested (nids have the most congested slot in the game in the elite slot). Overall, the point was to fix the problems, add the flavor of the codex back, and keep the nid theme alive.


I need to know whats UP, OP, undercosted or overcosted. Build your best lists.
99% was written for 5th, just added flak shells to the biovore for AA. Hey, they might actually be worth while then.

http://www.mediafire.com/?9f6y6qfl6axa1it

Changes that need to be made(will update this)
-All nids can assault from outflanking. Thats kind of the point of a lot of these changes: increasing mobility.
Made in us
Foolproof Falcon Pilot





Tervigon is not similar to anything. It is simply an abomination. Its cruddice trying to add transports into a nid army that had no reason for transports. The mawloc was also removed because makes no sense for the trygon and mawloc to be two creatures. I simply folded the TFTD into the unique trygon so that the current trygon could retain its good stats.

You can make a Tfex out of the Cfex in this codex. Really, thats how it always should have been done. This version would be 5W but it would have TL rupture cannons and be slightly cheaper. It would also retain one set of ST and have have the option for more upgrades.

The formatting is cheat-sheet format rather than codex formatting. This makes it much easier to look a large volume of units in a small space. Everyone knows the fluff, so i cut that out.

Stats are one section, upgrades another, guns a 3rd, and new special rules are a 4th. simply go across the top. Requires a lot less flipping than looking at a codex. I could reformat it into codex form, but as its still in beta form i would rather have everything on 1 page so i can see it all together.
Made in us
Foolproof Falcon Pilot





Mediafire is not a virus website. You can check the underlying html to verify that it is not a redirect if you want. Im thinking you need to clean your own computer of viruses since you are advocating buying something.

@chrisrawr. Sorry if i seemed rude, i just find the 5th codex to be so poorly constructed that it is not worth trying to base arguments of fluff off of. I have been playing nids a long time and i liked the 2nd-4th progression of fluff until cruddice started taking a weedwhacker to the fluff. Personally, i think that the 5th nid codex is as bad as GK or the BA section, its just that people who dont play nids didnt understand the fluff in the first place and so accepted any new change as fine. Nids are about making your army as difficult to deal with as possible. Efficiency in creature design is paramount: if it takes much more effort to create than the advantage it provides, it is not spawned.

Hormies (previously all gants) lay eggs underground. This makes them much, much harder to eradicate, provides reinforcements, creates non-centralized spawning locations, and makes "controlling" an area far less of a sure thing. This is tactically smart though slightly inefficient.

Tervigons carry eggs to the front (it doesnt even create them). Why? Im not sure. Apparently spawning them in battle is a good idea. The egg sacs are external and unarmored, making a very exposed target to any type of fire. Speaking of fire, flame is an incredibly effective weapon vs nids. Vs the tervigon it is multiplied many fold, since the egg sacs are under the creature and it has no way of shielding them. Using them as "transport" is also a poor idea, since the purpose of transports is to be better defended that in the open. Here you are just putting everything in 1 basket to be blown up by a single air strike. The concept of tyranids is that no single strike can drastically influence the course of battle. Everything that you kill is just another drop in the pool. This breaks that for the theme and makes it much easier to concentrate on a unit that will have a drastic impact on a local area if killed before it can spawn.

Mawlocs do not necessarily swallow anything. The have the ability to, but so does the trygon. the S6 AP2 hit is from a 100+ ft creature exploding from the ground underneath you, as referenced by also damaging vehicles. Getting launched into the air with that much debris would kill you simply from concussive force, rather than breaching armor. However, the trygon makes reference to burrowing extremely fast in all its fluff references. Going off the old style fluff report where it was the imperium battle reports trying to classify creatures, i would say the mawloc is a slight variation of trygon, not a distinct creature. In game, it was created to add that rule, since the trygon was already defined from forgeworld's iteration in IA4. There is no reason the mawloc should have half the attacks, lower WS, but retain the same body. If you wanted a creature that was intended to do his purpose, make the body smaller and more suited to quick burrowing. the trygon body is not lithe in any way.

For the past 2 years the cfex was the tfex, simply larger (greenstuff mods on cfexs). The only reason this changed is because GW decided to produce the combined tervigon-tfex model. Now, it makes no sense for the Tfex to be classified as a fex if it looks EXACTLY the same as the tervigon. It should be a tyranotervigon instead of being based on the fex genos. This is simply GW being lazy and trying to get away with as few kits as possible. My codex gives the option for T7 5W tfexes I think either an enhanced fex or a Tfex model would work perfectly well for this.

I would strongly agree that the more options there are, the more you can break the codex. However, i also would say the current trend of "lets make a broken unit" (see GK, scythes, MSS) in the codex means you dont really need to give people options anymore to break things. It is also the purpose of this submission. Anything is balanced if costed right (well, not anything, but close. No rending pony please GW).
 
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