SirRouga wrote:...boosts in their updates...The shame now is that any time a new codex is released and it doesn't come close to the "power level" of the IG or SW, then it must be a bad codex. This shouldn't be the case at all...
That's a really great point.
Assuming you think that the Tyranid codex was written at the "just about right" power level I agree. That saying some advantages (like unique powers of the Mawloc/Doom/Tervigon/Swarmlord) balanced by the drawbacks the dex has of no tanks, speed and position issues and vulnerability of fearless in
HTH and combo charge (generally speaking in huge terms here) I would completely agree! I think every codex should balance advantage with drawbacks, and possibly also cost but hopefully more drawbacks than cost.
Had other dexes been written similarly, then I think the game would be better off for it. As a long time player I have never understood the seeming absence of an Editor on the codex team, someone who guides the creative direction and especially the balance and special unique powers written into a codex. For example:
SPACE WOLVES GOT
Counter Charge
+1 Attack (
CC weapons and Bolters)
Independent Character level squad upgrade leaders
Loads of Special Characters (Some with force org slot abilities!)
Incredible psychic powers
Utilitarian Wolf Guard rules
Frost Blades and Wolf Claws
Thunderwolves
The Entire Space Marine Armory
at the balance of
???
Terminators don't Teleport
10 capacity drop pods
Attack Bikes and Land Speeder Storms?
Tech Marine Guns
That's a pretty high power trade from regular marines, lots more bonuses, for mere a pittance of drawbacks.
BLOOD ANGELS GOT
FNP Troops
FNP Granting Chars
Loads of Special Chars (Some with Force Org Mods)
2 Unit carrying Flying transports
Special Dreadnoughts and weapons
Librarian Dreadnoughts
Meltapistols and Handlfamers
Assault Marine Troops
Dedicated Landraider Transports
The Marine Armory and Motorpool
Baal Predators
For the cost of
???
10 capacity drop pods
Tech Marine Guns
TYRANIDS GOT
Special Characters (some grant
FNP)
Drop Pods
NEW Monstrous Creatures
Shrikes
Flying Swarms
Ymgarl
Hive Guard
Lance Psychic powers
Warrior Troops
For the cost of:
Cheap Carnifexes
General
MC point increases
No Drop Pod assault rule
Worse Hive Mind Control
Harder to use Psychic defense
2+ armor saves
Invulnerable Saves
Vulnerability to instant death
Synergy dependence
Combo Charge Achilles heal
No Tanks/transports (only army in the game now with this one)
In summary, other "NEW" codices got awesome new powers, and though the Tyranids did too, they had a much more balanced set of vulnerabilities to go with them. The Marine + dexes give up very little for their amazing new powers by comparison. Wouldn't it have been great if the Marine dexes came with more global limitations to balance them?
Interesting.