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.