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![[Post New]](/s/i/i.gif) 2013/07/28 03:16:37
Subject: What I want to see in a new Tyranid codex
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Death-Dealing Ultramarine Devastator
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I'd love it if there were some new HQ model introduced that was along the lines of raveners. Something to the effect of being a monsterous creature, but still with fast movement, the ability to be in a squad with raveners, and perhaps turn them into troops choices. Maybe I'm alone on an island here, but I'm a fan of the raveners, and would love to see something like that. Much in the way that a tyranid prime makes warriors better, the ravener themed HQ would make them better, and perhaps a bit more viable. Thoughts?
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Overwhelm the enemy with an unrelenting onslaught of the hive mind. |
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![[Post New]](/s/i/i.gif) 2013/07/28 03:25:33
Subject: What I want to see in a new Tyranid codex
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Fixture of Dakka
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While it sounds great, it doesn't sound very fluffy. I guess GW could always Recton it, but for me at least, I don't like the way, because of a certian HQ choice anything can be a Troop choice now. But now that I read your post...
Keeping with Tyranid 5th edition, I would like to see Raveners, making a certian Ravener, or maybe a Trygon Prime an HQ choice instead.
But keeping with your theme, I like the idea of anything being a troop choice for Tyranids, since they don't have allies. So I would love to see an All flyer or Gargoyle Troops choice army.
It would be nice for one game to field an all Gargoyle force, and then next week, an all Ravener force and the week after that a mixture of both or what ever else.
I would also like a certian Ripper HQ, to make Rippers scoring and have an all out Ripper or at least a good sized ripper force as well.
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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". |
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![[Post New]](/s/i/i.gif) 2013/07/28 03:29:41
Subject: What I want to see in a new Tyranid codex
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Dark Angels Librarian with Book of Secrets
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I would like to see an upgrade to certain assault units to deny overwatch within 6". Only certqon unots, only thier own...
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![[Post New]](/s/i/i.gif) 2013/07/28 03:36:16
Subject: What I want to see in a new Tyranid codex
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Norn Queen
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Or maybe, you know, just add a 'Ravener body' option to Tyranid Primes? You'd have a Ravenever Independant Character with options like Lashwhip and Bonesword and a better save to beef up the squad, without going full slow and making it a new monstorus creature out of nowhere.
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![[Post New]](/s/i/i.gif) 2013/07/28 07:50:50
Subject: Re:What I want to see in a new Tyranid codex
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Tea-Kettle of Blood
Adelaide, South Australia
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You can pretty much just use the Parasite of Mortrex and build it as a Ravener instead of a super-Gargoyle, there aren't many differences between Jump units and Beasts.
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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![[Post New]](/s/i/i.gif) 2013/07/28 07:57:03
Subject: Re:What I want to see in a new Tyranid codex
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Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
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I would like to see carnifexes as they should be, huge hulking mountains of flesh and bone with a 2+ save (and maybe a 5++), no need to introduce a new 2ft mega monstrous creature since that is the current theme these days. Also it may actually make sense that a hive fleet may see the need to have certain creatures be its "go-to" unit in terms of what its evolved and make them troop choices. So lets say a hive fleet that uses alot of flying units to avoid its enemies will have a harpy or flyrant as an HQ with gargoyles as troops.
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17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2013/07/28 08:09:43
Subject: Re:What I want to see in a new Tyranid codex
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Tea-Kettle of Blood
Adelaide, South Australia
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generalchaos34 wrote:I would like to see carnifexes as they should be, huge hulking mountains of flesh and bone with a 2+ save (and maybe a 5++), no need to introduce a new 2ft mega monstrous creature since that is the current theme these days. Also it may actually make sense that a hive fleet may see the need to have certain creatures be its "go-to" unit in terms of what its evolved and make them troop choices. So lets say a hive fleet that uses alot of flying units to avoid its enemies will have a harpy or flyrant as an HQ with gargoyles as troops.
No way is a non-psyker Tyranid getting an invulnerable save, but Feel No Pain makes perfect sense on a Carnifex. The option to buy a 2+ save would be great as well. I like the all-flying idea, reminds me of an Apocalypse formation, would be a good supplemental codex or Flyrant option. As far as a new big MC goes, we don't need bigger MCs, and I certainly don't want anything bigger than a Tervigon or Trygon in standard 40k. I'd rather have the option of fielding more MCs than any other army, sticking with the horde feel of Tyranids.
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Ailaros wrote:You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.
"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" |
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![[Post New]](/s/i/i.gif) 2013/07/28 09:16:51
Subject: Re:What I want to see in a new Tyranid codex
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Tough Tyrant Guard
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i agree with Raven on this one. Nids already have huge bugs in apoc. Letting them field more MC than anyone else should be a given, as MC fill the role of elite combat, anti-air, and anti heavy-vehicle currently. I'm definitely looking forward to fexes not costing so many points.
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![[Post New]](/s/i/i.gif) 2013/07/28 15:04:19
Subject: What I want to see in a new Tyranid codex
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Fixture of Dakka
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SoloFalcon1138 wrote:I would like to see an upgrade to certain assault units to deny overwatch within 6". Only certqon unots, only thier own...
I think Overwatch should stay as it is. What there needs to be for Stealers, and Raveners, Lictors, and maybe Hormies, but I think they shouldn't get it since they are they should be weaker than mentioned but be hoarded, is there should be a rule for the mentioned units that they strike at Initiative when moving through terrain. This will make Tyranids Unique just like how Tau are unique in which multiple units can Overwatch the same target if within 6".
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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". |
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![[Post New]](/s/i/i.gif) 2013/07/28 15:10:01
Subject: What I want to see in a new Tyranid codex
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Executing Exarch
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I'd like to see it be able to out number Guard for once. It hasn't had a "swarm" feel since 3rd.
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Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
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![[Post New]](/s/i/i.gif) 2013/07/28 16:27:24
Subject: What I want to see in a new Tyranid codex
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Infiltrating Broodlord
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Mike94656 wrote:I'd love it if there were some new HQ model introduced that was along the lines of raveners. Something to the effect of being a monsterous creature, but still with fast movement, the ability to be in a squad with raveners, and perhaps turn them into troops choices. Maybe I'm alone on an island here, but I'm a fan of the raveners, and would love to see something like that. Much in the way that a tyranid prime makes warriors better, the ravener themed HQ would make them better, and perhaps a bit more viable. Thoughts?
So you want the Red Terror back with some extra meat on its bones? Personally, I think that would be perfect.
PrinceRaven wrote: generalchaos34 wrote:I would like to see carnifexes as they should be, huge hulking mountains of flesh and bone with a 2+ save (and maybe a 5++), no need to introduce a new 2ft mega monstrous creature since that is the current theme these days. Also it may actually make sense that a hive fleet may see the need to have certain creatures be its "go-to" unit in terms of what its evolved and make them troop choices. So lets say a hive fleet that uses alot of flying units to avoid its enemies will have a harpy or flyrant as an HQ with gargoyles as troops.
No way is a non-psyker Tyranid getting an invulnerable save, but Feel No Pain makes perfect sense on a Carnifex. The option to buy a 2+ save would be great as well. I like the all-flying idea, reminds me of an Apocalypse formation, would be a good supplemental codex or Flyrant option. As far as a new big MC goes, we don't need bigger MCs, and I certainly don't want anything bigger than a Tervigon or Trygon in standard 40k. I'd rather have the option of fielding more MCs than any other army, sticking with the horde feel of Tyranids.
I have to agree. Non-psyker Tyranids have no justification for that save, and bringing Feel No Pain and It Will Not Die will bring in plenty of dividends to the TMCs.
Davor wrote:I would also like a certian Ripper HQ, to make Rippers scoring and have an all out Ripper or at least a good sized ripper force as well.
This is my number one hope actually, though your thinking small scale. Ripper Swarms are scoring, and Sky Slasher Swarms are included in its extended synaptic bubble. Think about it. Suddenly, the ability to have 216 deepstriking twin linked shots with full synaptic coverage. or 304 in a 2000pt double FOC. Oh, and some sort of rapid firing weapon...such as the Spinefist?
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2013/07/28 17:00:42
Subject: What I want to see in a new Tyranid codex
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Slippery Scout Biker
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id like to see nids get the assault version of the eldar's battle focus. run and still assault. would certainly help them with being an assault army.
also, as ravenous said, emphasis the swarm builds. thats what nids are supposed to be known for, swarms and outnumbering the foe.
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![[Post New]](/s/i/i.gif) 2013/07/28 17:03:03
Subject: What I want to see in a new Tyranid codex
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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I want to see a Nerf in Tervigons and Flyrants, I want to see the other variant being just as good as the one we usually see..
then I want to see a bug dragon of some kind for the flyer and I want to see Gargoyles as troops and some kind of oversized Cthulu towering above the Trygon..
And if Mysetic*totally-not-a-'Nid-drop-pod*spore hasn't got a model, I want to see it gone. CSM didn't get Dreadclaw Drop pods, so why should the most Alien of all Xeno's get their own DP when they have not been in the galaxy as long..
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Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/07/28 17:07:48
Subject: What I want to see in a new Tyranid codex
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Death-Dealing Ultramarine Devastator
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I think Tyranids would do spectacular with a lot more flexibility options. Since we aren't allowed to have allies, and presumably this will stay the same with a new codex, it would serve us well to have more fielding options.
Having the ability to field different style HQs that change the function and/or FOC slot of other units is a good start. Such as termagants making tervigons troops. A red terror themed HQ to make raveners scoring, and perhaps give the unit +1T, and FnP. Have it be a themed army of fast attack hard hitting bugs.
Bring the carnifex points down a bit, say 130-150 base, allow flexibility within the group for different weapon options, and give them a FnP as base, or a purchasable option.
I would personally love to see hormagaunts changed to beasts and have a 12'' movement.
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Overwhelm the enemy with an unrelenting onslaught of the hive mind. |
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![[Post New]](/s/i/i.gif) 2013/07/28 17:20:10
Subject: What I want to see in a new Tyranid codex
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Towering Hierophant Bio-Titan
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Prime - Give it a snake body upgrade and all good.
Can then run with a unit of ravs without any issues.
Fex - Either drop the points back like they used to be. (113 for a SK)
Or, throw in extras and keep its cost.
Armoured shell and IWND sounds pretty good.
In general, the book actually took away all the options the previous one gave.
The upgrades worked well and never had any real issues.
Giving fex's scythe tails and crushing claws was great.
Just seems a shame that a S9 beast has now been dropped down to just a gunbeast and combat isnt really for it.
I'd love to run 6 CC fex's in an army, but base cost alone thats 960 points.
And for that you get 24 S9 attacks with re-rolls.
Really not all that great to me.
Now, even if they had armoured shell that alone would make it soo much more worth it, due to being able to shrug off the pretty common AP3 weapons.
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![[Post New]](/s/i/i.gif) 2013/07/28 17:46:08
Subject: Re:What I want to see in a new Tyranid codex
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Sneaky Lictor
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I'ld like to see my Nids win/loss not hinge on 2 things alone.
If I roll Iron arm the games go better.
If my Tervigons jam up early the game goes worse.
Seems like those 2 things determine if the game is a win or loss.
If I get Iron Arm, and the Tervigons don't jam... the game is a win.
If one happens and one doesn't... its a close game either way.
If I don't get iron Arm, and the Tervigons jam up early......games over.
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![[Post New]](/s/i/i.gif) 2013/07/28 18:22:51
Subject: Re:What I want to see in a new Tyranid codex
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Tough Tyrant Guard
UK
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Hmm, where to begin?
Synapse
- Synapse creatures ignore Instant Death on a roll of a 3+
- Non-Synapse creatures within Synapse range ignore Instant Death on a roll of a 5+
Weapons
- Deathspitters to be meaningful and characterful again; a return to S6 small blast please
- Venom and Heavy Venom Cannons to go lose being blast, to increase effectiveness against vehicles and fliers
- Rupture Cannon to cause an extra automatic penetrating hit if both shots hit (read the fluff for it, makes perfect sense actually)
- Fleshborer Hive needs... something. Possibly even a complete redesign as an anti-flier weapon (flooding the airspace with airborne beetles that ruin mechanics)
- Acid Spray increased to AP3
- Spike Rifles remain S3 but gain AP4
- Strangleweb redesigned to cause all models under the template to take an immediate Dangerous Terrain test
- Flesh Hooks are no longer ranged weapons, return to simply allowing the Tyranid to strike at Initiative order when charging through cover and regain their grapnel effect
Broods
HQ
- Tyrants to get more meaningful ground options (weapon changes will help), have Flesh Hooks
- Tyrant Guard gain FNP
- Tyranid Primes may be Warrior, Ravener, Shrike or Lictor strains, may deploy with those units and gain rules according to the strain chosen (even in Mycetic Spores)
- Parasite of Mortrex reduced in cost and moved to Fast Attack slot
Elites
- Lictors made more lethal in assault, deploy in the same way that Ymgarls do, their rules are tidied up (Pheromone Trail working from Turn 1 etc)
- Venomthropes Spore Cloud grants Shroud, all broods affected by Spore Cloud count as having Toxic Miasma
- Pyrovores granted FNP, Flame Spurt range increased to 18"
Troops
- Warriors gain Flesh Hooks as standard
- Genestealers that deploy via Infiltrate have the Shroud and Stealth special rules until they move, to represent their ability to hide almost anywhere unseen. Alien reflexes allow them to strike in Initiative order when charging through cover
- Fleshborers can be exchanged for Spike Rifles or Spinefists at no cost, Termagant broods taken at full strength come with the Without Number special rule (after a brood that has Without Number is destroyed, roll a D6 at the start of each turn. On a roll of a 5+ an identical brood arrives as if Outflanking)
- Hormagaunt Adrenal Glands and Toxin Sacks reduced to 1 point each, Hormagaunt broods taken at full strength come with the Without Number special rule (see above)
Fast Attack
- Harpy split into two units
- "Bomber" Harpy (per current Codex, but can deploy Spore Mines every turn)
- "Razorwing" Harpy stripped of guns but able to perform S9 Vector Strikes on enemy fliers
Heavy Support
- Carnifex gains S10, T7 & FNP, Hammer of Wrath hits every model in base contact when it charges and is AP3
- Old One Eye (as above), points cost slashed
I'll come back later with some ideas I have about choosing an army-wide theme (all broods in Mycetic Spores, infestation swarms etc)
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![[Post New]](/s/i/i.gif) 2013/07/28 18:46:56
Subject: What I want to see in a new Tyranid codex
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Rampaging Carnifex
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I've always wondered why tyranid weapons aren't poisoned. I could see a death spitter or venom cannon being like a splinter cannon.
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![[Post New]](/s/i/i.gif) 2013/07/28 18:57:16
Subject: What I want to see in a new Tyranid codex
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Fixture of Dakka
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happygolucky wrote:
And if Mysetic*totally-not-a-'Nid-drop-pod*spore hasn't got a model, I want to see it gone. CSM didn't get Dreadclaw Drop pods, so why should the most Alien of all Xeno's get their own DP when they have not been in the galaxy as long..
Well fluff wise, and pics in the book, we should have mini drop pods. Instead of having a Space Marineewqu drop pod, ALL UNITS should be able to be drop podded in. To be fair we get no ability to be D/S safely, so it's totally random where we D/S but every unit should be able to do so. That would be fluffy.
Now if we D/S in water, only if we could get some water Nids, eh?
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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". |
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![[Post New]](/s/i/i.gif) 2013/07/28 19:10:51
Subject: What I want to see in a new Tyranid codex
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Gavin Thorpe
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Synapse- Grants Fearless to all broods in range and SitW to all enemies. In addition different beasties have different types of Synapse that offer benefits to those within range. For example, Warriors might grant 'Vanguard' providing charge rerolls, while a Tyrant might have an upgrade to include Eternal Warrior as an aura. You could probably wrap up alot of the current psychic powers into automatic auras, and thus get away without inventing a new discipline for the Bugs.
Barbed Stranglers deny the benefits of cover to enemies hit by them, in exactly the same way as the Daemons Skull Cannon, The ultra-rapid growth of the plant forces the enemy out of cover.
Carnifex get tougher. Perhaps T7 and FNP. That way, Trygons have bulk and lots of little attacks, while the Carnifex is an unsubtle meatwall.
Gargoyles become Troops if your Warlord is a Flyrant. Perhaps include a whole bunch of options to reflect different stages of the 'Nid invasion: Seeder swarms, airborne, swarm, Nidzilla and consumption phases.
Venomthropes to get IC status.
Include a variant of the Harpy that specialises in anti-air work. If the Harpy were a 'bomber', this dude would be the interceptor. Perhaps giving some form of Tank Hunter, except for aircraft, to his Vector Strikes. Once determining his final position, all nearby aircraft within 6" take a Haywire hit.
Finally, 'Nid terrain pieces. Stuff like capillary towers offering some benefit, spore chimneys providing cover, and nest sites to allow a stream of Hormagaunts.
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This message was edited 1 time. Last update was at 2013/07/28 19:12:27
WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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