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![[Post New]](/s/i/i.gif) 2012/10/24 18:12:46
Subject: Calling All Tyranid Players.
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Longtime Dakkanaut
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From being the receiving side of 'Nids recently (a friend often plays them against my IG), I have to say that Nid's some shooty-ness.
Or cheaper Troops choices, having Warriors be ID'd by plasma guns is just stupid, friend of mine has 9 of them he never fields because of that. Tervigon spam has replaced any sort variety in his list, which sucks because half of his models just aren't worth taking.
Here's hoping they get an update, for all your sakes.
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Shadowkeepers (4000 points)
3rd Company (3000 points) |
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![[Post New]](/s/i/i.gif) 2012/10/24 18:40:52
Subject: Calling All Tyranid Players.
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Regular Dakkanaut
United Kingdom
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Ventus wrote:The 'feel of the nids' in how they play and with what units generally in 6th is also an issue for me. I am not a fan of the 2 flyrants w/ 2 TL devourers, 2-3 tervigons, 2-3 hive guard units and possibly Doom.
I also want more biomorph options for most units. I would really like some thought on how nids handle/relate to objectives as the idea of a nid force moving forward to destroy/consume the enemy leaving behind certain units to sit on an 'objective' seems unfluffy - but this is part of most games.
Should nids get something akin to a Dark Eldar pain token every time they 'consume' an enemy unit? Perhaps allowing them
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Quis custodiet ipsos custodes? |
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![[Post New]](/s/i/i.gif) 2012/10/24 19:02:43
Subject: Calling All Tyranid Players.
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The Hive Mind
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Frankenberry wrote:Or cheaper Troops choices, having Warriors be ID'd by plasma guns is just stupid, friend of mine has 9 of them he never fields because of that. Tervigon spam has replaced any sort variety in his list, which sucks because half of his models just aren't worth taking.
They're ID'd by melta guns, not plasma guns. STR8 at a minimum.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/10/24 23:59:16
Subject: Calling All Tyranid Players.
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Elite Tyranid Warrior
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The general consensus as I can see it, is that nid’s need more options. Does anyone have any idea why when we got the new codex, we lost all the great options that made them so great! I loved the 2+ saves, +1 BS, Frag spines etc. I can see how some people found it confusing, but now we have hardly any units that can assault through cover, (which makes no sense as most of the army has ‘move through cover') & very few units have a decent save or BS. I’d be quite happy to pay 25 points on a trygon to give it a 2+ save.... It would be much better than regenerate (which never works for me) & would really make them pack a punch.
Also, Broodlords as a HQ again.... Please.
Carnifex’s, as an elite choice again. PLEASE! Carnifex’s are useless now they take up a heavy & only have 4 wounds!
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"If it Bleeds, we can kill it!"
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![[Post New]](/s/i/i.gif) 2012/10/25 00:23:03
Subject: Calling All Tyranid Players.
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Infiltrating Broodlord
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Klueless wrote:The general consensus as I can see it, is that nid’s need more options. Does anyone have any idea why when we got the new codex, we lost all the great options that made them so great! I loved the 2+ saves, +1 BS, Frag spines etc. I can see how some people found it confusing, but now we have hardly any units that can assault through cover, (which makes no sense as most of the army has ‘move through cover') & very few units have a decent save or BS. I’d be quite happy to pay 25 points on a trygon to give it a 2+ save.... It would be much better than regenerate (which never works for me) & would really make them pack a punch.
Also, Broodlords as a HQ again.... Please.
Carnifex’s, as an elite choice again. PLEASE! Carnifex’s are useless now they take up a heavy & only have 4 wounds!
Keep them in heavy! Don't put then in elite where they will compete with half our codex lol.
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![[Post New]](/s/i/i.gif) 2012/10/25 00:40:02
Subject: Calling All Tyranid Players.
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Norn Queen
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Klueless wrote:The general consensus as I can see it, is that nid’s need more options.
More flavour than options. Some fluffy rules that make the army a bit more interesting and unique to play with and against. For example - Carnifexes are living battering rams. Their charge is meant to be stupendously powerful with lots of built up momentum. The new charge rules do help reflect this, but also fall short. Giving them a reroll on charges now would represent this - their charge has a long windup, but it's faster the longer is it. To represent the crushing impact, give each Carnifex D3 or D6 HoW hits. You just added flavour to the Carnifex that fits the fluff - when a Carnifex charges, be somewhere else.
Options make the army more versatile (sometimes). Flavour makes it more fun.
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![[Post New]](/s/i/i.gif) 2012/10/25 01:16:16
Subject: Calling All Tyranid Players.
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Innocent SDF-1 Bridge Bunny
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What with a new codex potentially being a few years off... some things in the short-to-mid term that might help and might happen would be:
A white dwarf release, similar to the recent Demons stuff. 2-3 new units (maybe a HQ, a Troop, a Fast attack?)
The rumoured Allies dex - might see a return of Genestealer cults perhaps?
FAQ changes. I don't see them adding or giving anything new, but maybe tweaking who can get what wargear?
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So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/10/25 01:34:09
Subject: Calling All Tyranid Players.
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Master Sergeant
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I don't see GW putting out detailed errata to fix/add more options or add flavour. However, if nids get anything in a White Dwarf release the last thing I want are new units, rather fix/add some flavour to the units that are messed up right now. We have enough units - certainly until the next dex! If we need a flying MC that has good anti-flyer abilities - fix the Harpy and the Venom cannon.
If we get skyfire - rather than a new unit put it on existing units/biomorphs that need fixing anyways (venom cannon back to 2 shots - no blast - with skyfire might be a start). That could make warriors, fexes, harpy, hive tyrant all have anti-flyer capability.
And don't give hive guard skyfire making them even more auto-include (or almost so). I could see GW just giving hive guard skyfire solidifying our lists into the boring tervigon/flyrant w/devourers/hive guard lists.
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![[Post New]](/s/i/i.gif) 2012/10/25 01:39:01
Subject: Calling All Tyranid Players.
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Innocent SDF-1 Bridge Bunny
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Oh, i totally agree with you.
But if GW is going to do anything before the next codex, its going to be new units. Automatically Appended Next Post: Or, possibly, new variants / weapon options.
SOMETHING THEY CAN SELL US.
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This message was edited 1 time. Last update was at 2012/10/25 01:39:37
So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/10/25 02:51:39
Subject: Calling All Tyranid Players.
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Norn Queen
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Micky wrote:Oh, i totally agree with you.
But if GW is going to do anything before the next codex, its going to be new units.
The only thing I'd expect before the next codex is updated Harpy rules when it releases, either new weapon options or completely revamped. Anything else isn't likely to happen.
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![[Post New]](/s/i/i.gif) 2012/10/25 07:54:37
Subject: Calling All Tyranid Players.
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Tunneling Trygon
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-Loki- wrote: Micky wrote:Oh, i totally agree with you.
But if GW is going to do anything before the next codex, its going to be new units.
The only thing I'd expect before the next codex is updated Harpy rules when it releases, either new weapon options or completely revamped. Anything else isn't likely to happen.
This is perhaps the most likely ... harpy to get a non-blast weapon so it can actually shoot other flyers.
Maybe an ability to take some form of AA emplacement as well?
Love to see the ability for Nids to at least ally with themselves, but that won't come along in a WD supplement and I can't see a new codex coming anytime soon.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2012/10/25 11:17:24
Subject: Re:Calling All Tyranid Players.
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Elite Tyranid Warrior
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there was a very very long thread about this very thing some time ago. It had excellent ideas, many of which have been repeated/touched-upon here.
I have to say that the current state of 6th has put Tyranids in a surprisingly good position, but requires a different approach than 5th. Honestly Zoanthropes are far more lethal now than hive guard, thanks to the new psyker rules. Doom is so good as to be a necessity in many lists. But unfortunately what you see is every tyranid army looking exactly like every other Tyranid army. When I was at a tournie a few months ago, every single list was identical save for 1-2 units. And every player agreed on which units you never, ever, took.
I'm hoping for some update in regards to the harpy, but we can only hope at this point.
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![[Post New]](/s/i/i.gif) 2012/10/25 11:35:19
Subject: Calling All Tyranid Players.
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Liche Priest Hierophant
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To the original poster: I think you must be content with dealing with what the codex currently has.
The tyranid codex is certandly very badly written. Even under 5th edition rules and 6th edition rules:
The lictor's rules do not function as they are intended.
The tunnel abilaty of the trygon does not work very well.
The fact that you can not have a prime in a transport.
The fact that the most iconic monsterus creature in the 40K universe cost to mutch. (This last once could make sense since it was a step away from the horrible Nid'zilla lists of 4th edition, and to sell the newer models. Stop 160 points for 4 wounds 3+ save, I1 is very bad.)
These things aside the tyranid codex is very funn under 6th edition, and in my opinion better then it was in 5th edition. While fluff prevent the tyranids to have allies, it would be nice to get aces to the skyfire rule. Or that ouer own flyer had a weapon that does not use templates. This is sadly, very bad.
However, some people have found ways around this with psykick powers. So you can always go that way.
Good luck and happy painting!
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![[Post New]](/s/i/i.gif) 2012/10/25 16:37:19
Subject: Re:Calling All Tyranid Players.
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Master Sergeant
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Marrak wrote: But unfortunately what you see is every tyranid army looking exactly like every other Tyranid army. When I was at a tournie a few months ago, every single list was identical save for 1-2 units. And every player agreed on which units you never, ever, took.
And that is the same feeling I have when I play or see nids. I understand why people use tervigons (and usually multiples - it is one of our best units unfortunately), along with hive guard, Doom, maybe double flyrants w/2 TL devourers, but I am not a fan of this type of list. I can't stand tervigons and don't use them, not a fan of hive guard (although I realize it is a great unit for its cost) but often feel it necessary to include at least one group, dislike Doom, and though I have started using one flyrant armed w/2 TL devourers (for obvious reasons) it is the least desirable build for a tyrant visually/aesthetically for what I imagine a tyrant doing/being. It appears that most competitive nid builds look alike and that is sad, and the absence of so many units or their minority position/relevance in lists is also sad.
That is why I hope for something to fix the problem though doubt it will happen for years. I just want a detailed errata/new dex to create diversity in good builds (units/biomorphs) that have a good chance at fighting all the other armies rather than be in what seems a constant state of uphill battles (against the bulk of the dexes).
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This message was edited 1 time. Last update was at 2012/10/25 16:38:36
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![[Post New]](/s/i/i.gif) 2012/10/25 20:34:08
Subject: Calling All Tyranid Players.
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Troubled By Non-Compliant Worlds
Eschara
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Tyranids... Started 5000pts army, but you need to have some preety good tactics with these guys, as the armor ratings, ballistic skills, and saves are pretty bad.
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In dedicato imperatum ultra articulo mortis |
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