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Made in gb
Towering Hierophant Bio-Titan






rollawaythestone wrote:
Rippers need to find their place. They need something done to them to give them a reason for existing. Scarab Swarms had a huge and satisfying revamp with the new Necron codex. We need a similar makeover for the Ripper. For example, make them beasts and move them to fast attack. They can't score anyway.

Also, a unreasonable proportion of our codex is devoted to the Spore Mine mechanic, which is clunky and underused. Do something interesting with this or drop it altogether. Different varities of spore mines? Make them actually useful? Make their movement non-random while in synapse?


I'd like to see rippers and spore mines become more of a tactical bonus rather than a purchasable unit. Something like - at the end of each enemy turn, for every objective you still control you gain 1D3 ripper bases. Whatever you roll gets added together and comes on from reserve as a single unit of rippers to help 'secure the area'. Then just give them rending or assault grenades to make them scary and you're set.
Spore mines could be an anti-air weapon, flying high enough to require snapshots to shoot at while being able to deny airspace. Any flyers that come within 3" take an automatic glancing hit.
   
Made in us
Mutating Changebringer





New Hampshire, USA

Tyranids need Matt Ward to write their next codex.

That way instead of everyone complaining how bad they are it will be about how OP they are.

And the fluff would create rage for all time.

Khorne Daemons 4000+pts
 
   
Made in ca
Fixture of Dakka




Instead of Matt Ward writing the Nid dex, maybe we need Robin Cruddence writing the SM codex.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in au
Norn Queen






I'd love to see spore mines (outside of those launched by biovores) and rippers become more of an ambient effect. They seem to be all about making 40k more cinematic, and there's plenty they can do for Tyranids like this. I also like the idea of controlling the direction of spore mines in synapse range, though keeping their movement distance random would need to stay.

Something akin to the storm lords lightning would be great, but instead of doing night fighting and lightning strikes, do something to represent planet smothering spores.

This message was edited 1 time. Last update was at 2012/08/02 00:04:31


 
   
Made in ca
Nasty Nob





Canada

Der's nufing wrong wif da nidz 'dex Wot. da nid boyz need is a choppa in da brain!

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

What Tyranids need:

Not all of their useful AT units stuck in one FoC slot with all of their utility units.

Cost breaks on wings, harpies, carnifex's, Tyrannofex, Shrikes, etc

5+ invul on Warriors

Lictor & Trygon tunnel mechanics that actually function.

Cheaper Hormagaunts

A non-slowed FAQ that will allow Primes in pods with Warriors

some recosting of some wargear upgrades.


That simple list would solve a lot of the issues with Tyranids

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Raging Ravener





Surprise, AZ

Tyranids just need a timeout and a good talking to.......

BURN THE HERETIC! KILL THE MUTANT! PURGE THE UNCLEAN! 
   
Made in us
Elite Tyranid Warrior






Vaktathi wrote:What Tyranids need:

Not all of their useful AT units stuck in one FoC slot with all of their utility units.

Absolutely!

Vaktathi wrote:Cost breaks on wings, harpies, carnifex's, Tyrannofex, Shrikes, etc

Amen to that...

Vaktathi wrote:5+ invul on Warriors

Ye-... ahh... erm... I see where you're going with this, but I think it'd be too much if it was stock on them. A biomorph that gave them the upgrade I can see and live with, but a natural 5++ would be too much. I still contend that t5 on our mid-guys is the way to go, especially since they're like twice as tall as a Space marine.

Vaktathi wrote:Lictor & Trygon tunnel mechanics that actually function.

Make the Trygon work like he did for Forgeworld (attached unit came out the same turn or turn after him) and he'd see a lot of uses. Raveners & warriors would love him. A constant effect or one that worked immediately on Lictors would also be preferable, but to be fair, Lictors need a lot more work than that. At least the Trygon is personally functional.

Vaktathi wrote:Cheaper Hormagaunts

Hmm, they're already pretty good. Assault grenades would be nice though, but I'd be down for cheaper upgrades!

Vaktathi wrote:A non-slowed FAQ that will allow Primes in pods with Warriors

At least he can finally outflank with them now.

Vaktathi wrote:some recosting of some wargear upgrades.

No question here, some of our costs make no sense, esp. the cost of TL devourers and TL deathspitters being the same (guess which one never gets taken )

Vaktathi wrote:That simple list would solve a lot of the issues with Tyranids

A lil' wishlisty IMO, but you bring up some good points I wholeheartedly agree with.


rollawaythestone wrote:
A lot of people have suggested some great options for balancing the codex and fixing some of the power issues. However, I also agree with -Loki- that Tyranids have an identity issue that needs to be worked on.

Rippers need to find their place. They need something done to them to give them a reason for existing. Scarab Swarms had a huge and satisfying revamp with the new Necron codex. We need a similar makeover for the Ripper. For example, make them beasts and move them to fast attack. They can't score anyway.

Also, a unreasonable proportion of our codex is devoted to the Spore Mine mechanic, which is clunky and underused. Do something interesting with this or drop it altogether. Different varities of spore mines? Make them actually useful? Make their movement non-random while in synapse?

Amen to this. I've always been fond of the little guys, but they literally get worse with each edition. Now we have a unit that literally eats itself if outside synapse... something it never used to do in any previous edition, nor was even hinted at doing! The most self-destructive the rippers would get is doing synchronized diving into the digestion pools after gorging themselves.

   
 
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