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Made in us
Human Auxiliary to the Empire



Lillington NC

Post what faction you would want to get a codex(not a supplement, they would be there own thing, new models, rules, the whole 9 yards.)
And how you would think they would be played.

I have 2 ideas

1: the Rak'Gol these guys would be like grey knights, not vary many models, but hard as hell to kill.

2: Chaos Renegades/Lost and the Damned, these guys would be IG with marks, more emphasis on melee. I mean really why don't they already have their own faction by now? Currently they are just awkwardly tacked on to CSM.

1250
"2 bolter shots on the riptide"


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None of the above. 40k has enough factions already, what I want to see is fewer different armies. Demons go back into the CSM codex where they belong, all of the space marine armies are consolidated into a single book (with chapter tactics to represent their slight differences), and Tyranids go away entirely.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Lillington NC

 Peregrine wrote:
None of the above. 40k has enough factions already, what I want to see is fewer different armies. Demons go back into the CSM codex where they belong, all of the space marine armies are consolidated into a single book (with chapter tactics to represent their slight differences), and Tyranids go away entirely.

Please explain to me why Tyranids need to go?


Automatically Appended Next Post:
 Peregrine wrote:
None of the above. 40k has enough factions already, what I want to see is fewer different armies. Demons go back into the CSM codex where they belong, all of the space marine armies are consolidated into a single book (with chapter tactics to represent their slight differences), and Tyranids go away entirely.

This message was edited 1 time. Last update was at 2014/02/17 06:35:14


1250
"2 bolter shots on the riptide"


I am Blue/White
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
 
   
Made in us
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paranoidhawklet wrote:
Please explain to me why Tyranids need to go?


Because their models are horrible, their fluff is painfully stupid, and they don't even have very good rules.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Boskydell, IL

 Peregrine wrote:
paranoidhawklet wrote:
Please explain to me why Tyranids need to go?


Because their models are horrible, their fluff is painfully stupid, and they don't even have very good rules.


Amen to that. If I got to change one thing about 40k it would be the elimination of the Tyranids. They bring nothing positive to the game itself, the community, or the background universe.

I'm going to second Peregrine's suggestion that BA, DA, and Space Wolves get rolled into one giant SM codex. I'd like to see Chaos brought together too. I think GK should stay separate, personally, but that might just be me.

If I was going to add another new faction entirely? It'd be AdMech. I think these threads pretty much always wind up supporting AdMech overwhelmingly.

My own personal preference would be for a wholly new race, however.

Welcome to the Freakshow!

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Australia

Mercenaries.
GW screwed up the whole 'Tau Empire' thing and no one cares about the other races anymore, it's just 'Tau' now.
I think move kroot (or keep them in both) to a new faction of mercs, throw in some Eldar corsairs then a bunch of other, new, minor races. Space worms, traditional short greys piloting mechs, reptilian shock troopers, etc. Mix together 4-6 races with 2 or 3 units each spread throughout the FOC and make them able to ally (but never battle brother) with anyone (other than nids I guess).

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
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Mechanicus.


But at the same time. Its impossible to balance the lot we have so....

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 Engine of War wrote:
Mechanicus.


But at the same time. Its impossible to balance the lot we have so....


The Horus Heresy series has them a bit if you wanna try the Legio Cybernetica. They cool, and are getting more things with each book.
   
Made in nz
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New Zealand

I like the idea of consolidating. Marines can all go together. One big book of Chaos. Inqusition can catch-all the Sisters/GK/Skulls etc. Don't agree with removing Tyranids though, if any race needs to go, its Necrons.

5000
 
   
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MarsNZ wrote:
I like the idea of consolidating. Marines can all go together. One big book of Chaos. Inqusition can catch-all the Sisters/GK/Skulls etc. Don't agree with removing Tyranids though, if any race needs to go, its Necrons.


Sisters are not Inquisition.
   
Made in nz
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New Zealand

A huge "minor races" codex that contains them all for hire for a points cost.

More imperial guard regiments (one mega supplement with the rules to make your own regiment would be cool).

If I had those two id be very happy.


Automatically Appended Next Post:
 ZebioLizard2 wrote:
MarsNZ wrote:
I like the idea of consolidating. Marines can all go together. One big book of Chaos. Inqusition can catch-all the Sisters/GK/Skulls etc. Don't agree with removing Tyranids though, if any race needs to go, its Necrons.


Sisters are not Inquisition.


Who cares, chuck them in with the rest.

This message was edited 1 time. Last update was at 2014/02/17 08:11:11


 
   
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On Nimbosa, cramming as many guardsmen into troop carriers as possible.

Stryxis http://wh40k.lexicanum.com/wiki/Stryxis#.UwHFj_ldV48


Also a mercenary codex, with rules for stuff like freeboota orks, kroot mercenaries, human pirates, etc.

Bludbaff wrote:
 xSPYXEx wrote:
How many Imperial Guardsmen does it take to get to the center of a tootsie pop?

FIX BAYONETS

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[/url] . 
   
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 ZebioLizard2 wrote:
MarsNZ wrote:
I like the idea of consolidating. Marines can all go together. One big book of Chaos. Inqusition can catch-all the Sisters/GK/Skulls etc. Don't agree with removing Tyranids though, if any race needs to go, its Necrons.


Sisters are not Inquisition.


So rename it "Codex: Religious Idiots".

They might as well be

The Ordo Hereticus is one of the three major orders of the Inquisition. Their specific role is protecting mankind from itself, by combating such internal threats as treason, mutation, heresy and "witches". They are aided militarily by the Adeptus Ministorum's Adepta Sororitas.


source: Lexicanum

This message was edited 1 time. Last update was at 2014/02/17 08:25:11


5000
 
   
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Clermont De L'Oise

Ha ha, coffee came out of my nose laughing at the idea of Codex: Religious Idiots. I can see the imperial citizens collectively facepalming on the front cover
Like some people have mentioned, I would like to see Codex: Mercenary Scum. However I feel it would be quite hard to make a new army that truly feels different on the table top. I’m talking about if you strip away all fluff and just look at the numbers and how they play. What do you guys think?




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Made in gb
Preacher of the Emperor






If you'd asked this a few months ago, I would've said none. Have GW focus on what we have now. But it seems that the term codex has become more broad. Now we have "mini-codexes", like the Inquisition, Knights and Lost and the Damned. So with that in mind, I think that a Mechanicus mini-codex could be fun. Though, having said that, the Imperial armies have gotten a lot of love from the mini-codexes, thus far. Maybe xeno mercenaries instead. Either would be interesting.
 Peregrine wrote:
Tyranids go away entirely.

 Jimsolo wrote:
If I got to change one thing about 40k it would be the elimination of the Tyranids.

Disagree.

From a practical standpoint, it's a bad move. Lots of people like Tyranids, lots of people have Tyranid armies, lots of people purchase Tyranids. Do you think it is a good move to completely remove the army that these people play and collect? Do you think that this will make these people like GW more?

In regards to the fluff, I'd say they bring something pretty unique, the sense of a galactic-scale doom strong enough to dwarf all others, and a feeling of inevitability, perfect for the grimdark. Their hive mind thing is also an interesting thing to have, accomplishing the goal of being completely alien next to the other factions we see in 40K.

Quite a few people.
MarsNZ wrote:
They might as well be

The Ordo Hereticus is one of the three major orders of the Inquisition. Their specific role is protecting mankind from itself, by combating such internal threats as treason, mutation, heresy and "witches". They are aided militarily by the Adeptus Ministorum's Adepta Sororitas.


source: Lexicanum

Outdated fluff. The Inquisition codex made no mention of any special relationship between the two, only noting that the Hereticus "watches" the Sisters (among other organisations).
 vim_the_good wrote:
Ha ha, coffee came out of my nose laughing at the idea of Codex: Religious Idiots. I can see the imperial citizens collectively facepalming on the front cover

But the vast majority of Imperial citizens are also religious idiots.

Order of the Righteous Armour - 542 points so far. 
   
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 Troike wrote:
In regards to the fluff, I'd say they bring something pretty unique, the sense of a galactic-scale doom strong enough to dwarf all others, and a feeling of inevitability, perfect for the grimdark.


But that's the whole problem: they're inevitable. You can't stop them, you can't fight back, all you can do is wait to be eaten. It completely removes all drama from the story, who cares if you win or lose when the only thing at stake is getting eaten now or getting eaten a bit later when the next Tyranid swarm arrives?

Their hive mind thing is also an interesting thing to have, accomplishing the goal of being completely alien next to the other factions we see in 40K.


But this is a bad thing. The hive mind makes them into a faceless force of nature that exists for the sole purpose of devouring everything its path. Good stories need characters, a fight against the Tyranids is like telling the story of a man trying to empty the ocean with a spoon. Once you've told the first "wow, this is really stupid and pointless you must feel sorry for him" story there's nothing left to tell.

Remember the old Necrons that used to suffer from the same problem? Their fluff sucked, and the only thing that salvaged it was giving them real characters and a reason to exist besides slaughtering all life.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
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Meanwhile, the thousands of players worldwide who collect and play Tyranid love the fact it's the inevitable slow creeping death of all the life in the galaxy, proving that people are in fact capable of having opinions and likes contrary to Peregrine.

Anyway, I'm surprised no one said Squats yet. I believe one of the reason Dwarves are one of the most popular fantasy armies is the people who play both 40k and Fantasy who like dwarves are upset the can only play them in one of the two universes. Considering how male dominated the hobby is, and how men of the age commonly playing 40k tend to be the kinds of guys who like beards and manly things, I know there'd be all sorts of buyers for the product unless their rules were terrible to the point of not being playable.
   
Made in gb
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 Peregrine wrote:
But that's the whole problem: they're inevitable. You can't stop them, you can't fight back, all you can do is wait to be eaten. It completely removes all drama from the story, who cares if you win or lose when the only thing at stake is getting eaten now or getting eaten a bit later when the next Tyranid swarm arrives?

Inevitable, impending doom isn't out of place in 40K. We know that the situation in 40K's galaxy is going to get progressibely worse as time goes on, and that's why they don't move the timeline forwards. In 40K's present, the 'Nids are still something which can be fought off.
 Peregrine wrote:
But this is a bad thing. The hive mind makes them into a faceless force of nature that exists for the sole purpose of devouring everything its path. Good stories need characters

Why can't that be a good thing? That mindset is completely different to all of the other factions, really sets the 'Nids apart. It also goes well with their role as a galactic threat, showing off just how determined and inevitable they are. As for characters, we get those from whoever the 'Nids happen to be fighting, and how they react to dealing with the Tyranids.
 Peregrine wrote:
a fight against the Tyranids is like telling the story of a man trying to empty the ocean with a spoon. Once you've told the first "wow, this is really stupid and pointless you must feel sorry for him" story there's nothing left to tell.

But factions have beaten a Tyranid attack before. A fight with the 'Nids isn't a forgone conclusion.

Order of the Righteous Armour - 542 points so far. 
   
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The burning pits of Hades, also known as Sweden in summer

The only issue I could see with Tyranids is that they don't match IGhammer 40K.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
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paranoidhawklet wrote:


1: the Rak'Gol these guys would be like grey knights, not vary many models, but hard as hell to kill.



wouldn't happen, names too close to Rakghoul

Opinions are not facts please don't confuse the two 
   
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 Troike wrote:

Why can't that be a good thing? That mindset is completely different to all of the other factions, really sets the 'Nids apart. It also goes well with their role as a galactic threat, showing off just how determined and inevitable they are. As for characters, we get those from whoever the 'Nids happen to be fighting, and how they react to dealing with the Tyranids.

Troike, I agree we most of your pots, but I think you are in the wrong about how alien the nature of the Tyranids actually is. You see, the hive mind mentality of Tyranids is no more alien compared to the nature exhibited by the ants camping in my backyard. The workers of both species carry out the orders of its queen, with no mind of its own, and are totally incapable of voluntarily disobeying a command once it has been given.

Now if you like ants and termites, this might not be problem for you. I however think most people want a little more from the faction they play, as Peregrine said, more character. This is where GW has failed with the Tyranids. In older editions, these slimy bugs actually had some semblance of personality in them. This came in the form of the various unique tyrnanid life-forms such as, Old One Eye and Deathleaper, but now there is only Carnifexes and really though Carnifexes, Lictors and really deadly Lictors. Gone are the characters of old that gave the codex: Tyranids some spark of personality.

Giving the Tyranids more character, is an entirely feasible undertaking. In fact, others have already accomplished this, just look at what Bliz did with the Zerg.

 amanita wrote:
So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?

 Moktor wrote:
No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again.
 
   
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 Redcruisair wrote:
Troike, I agree we most of your pots, but I think you are in the wrong about how alien the nature of the Tyranids actually is. You see, the hive mind mentality of Tyranids is no more alien compared to the nature exhibited by the ants camping in my backyard. The workers of both species carry out the orders of its queen, with no mind of its own, and are totally incapable of voluntarily disobeying a command once it has been given.

It is alien next to the other armies in 40K, though. None of the other ones think like that.

 Redcruisair wrote:
I however think most people want a little more from the faction they play, as Peregrine said, more character. This is where GW has failed with the Tyranids. In older editions, these slimy bugs actually had some semblance of personality in them. This came in the form of the various unique tyrnanid life-forms such as, Old One Eye and Deathleaper, but now there is only Carnifexes and really though Carnifexes, Lictors and really deadly Lictors. Gone are the characters of old that gave the codex: Tyranids some spark of personality.

I just prefer them as this uniform, Hiveminded threat. I think it adds something to have one faction with that mindset.

There are also Genestealer cults to add some variation to the Tyranids as a concept without taking from what their greater characterisation is. Though, granted, there aren't any rules for them currently.

Order of the Righteous Armour - 542 points so far. 
   
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Brisbane, Australia

I really like some of the nids models, for the record.

I agree on the Marines all getting rolled into one codex. Aside from Black Templar's laughable HQ's*, they're actually not awful in the SM codex.

What I'd really like to see is what the Space Marine Codex does, but on a scale that encompasses all the factions. For example, Guard could have Regimental tactics for each of their varied recruiting regiments. This would help strike a difference between Cadians and Catachans, aside from the Grunt Vs. Stallone thing they have going on.

I can see this happening for almost any faction.

God doctrines for the unilateral Chaos Codex - if you take one god you can't take his opposition unless you're going undivided (you can't take khorne with slaanesh, for example) If you go undivided you get the units as is with no benefits.

Grey knights could have it, with doctrines to represent their different brotherhoods (Agree with solo - they're not really normal marines.).

Orks should have it, to represent the personalities of the different warlords.

Eldar could have it - you could only take windriders as troops if you went saim hann, which would stop you taking eldrad (not that you would.)


Anyway, on topic:

If I were to see a new faction, I'd want it to be a Female fighting faction. Maybe one that was like marines, but not quite marines. I'd also love for them to have thoughtful/tasteful plastic sculpts an-

Failing in that, Dwarves in sp-

Another marine codex?

 
   
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Probably Mechanichum.


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Grand Rapids Metro

 Troike wrote:
 Peregrine wrote:
But this is a bad thing. The hive mind makes them into a faceless force of nature that exists for the sole purpose of devouring everything its path. Good stories need characters

Why can't that be a good thing? That mindset is completely different to all of the other factions, really sets the 'Nids apart. It also goes well with their role as a galactic threat, showing off just how determined and inevitable they are. As for characters, we get those from whoever the 'Nids happen to be fighting, and how they react to dealing with the Tyranids.


Also, we've seen the rising of individual intelligent heroes and characters amongst beasts...

Old One Eye and his vendetta against Guard.
The Swarmlord fluff has just been developed so that he is sort of an all father of the tyranid conquest...he can now appear in any fleet upon his death. And he makes Calgar scream like a little girl.
Deathleaper chooses to not kill his target in order to sew the the seeds of paranoia in a religious government.
The Red Terror...
The Parasite of Mortrex...
The Doom of Malantai..

There are many heroic instances of tyranids rising up to face against greater odds, often dealing with individual lictors, stealer broods, or microswarms.

I mean, look at all of hive fleet gorgon, attacking and retreating consistently against the Tau, only to learn to adapt and to make themselves resistant to their weaponry....each and every fleet acts with distinct character.


I always think back to the fight against Eldar where the Avatar busts out of a monastary in challenges a hive tyrant to a fight, the tyrant roars and 9 carnifexes come around the corner and beat the Avatar to a pulp. THe thing about tyranids is, they're smarter than us, and they're ready for anything.


We just need to stop trying to personify them and let them be what they are to the universe...



...predators.






EDIT: (I highly recommend that anyone who has not yet done so, reads the Assault on Blackreach story)

This message was edited 1 time. Last update was at 2014/02/17 13:28:29


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 Peregrine wrote:


But that's the whole problem: they're inevitable. You can't stop them, you can't fight back, all you can do is wait to be eaten. It completely removes all drama from the story, who cares if you win or lose when the only thing at stake is getting eaten now or getting eaten a bit later when the next Tyranid swarm arrives?


I'd like to point out just that this is the entire plot of zerg in starcraft, which they turned into an interesting story, as well as all of mass effect. It also encompasses pretty much every zombie movie/book/story. - clearly this story arc is successful and doesn't remove any of the drama, it's a metaphor for the inevitability of death.

On topic, I'd like them to reduce some of the human/marine codices and instead add on something else, as in another alien race. There's plenty of canon for them to draw from, it shouldn't be too hard. I just worry about how balanced it would be.

It seems like the human factions have been stretched out a bit too far - reminds me of the little league world series of baseball. There are all these good teams from different countries, but for some reason the USA gets like 20 of their own. In the same way, there are all these interesting directions they could be going in but they just stick to a few aliens mixed with a bunch of human factions - when I was choosing which army to pursue it really cut down on the options.
   
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 Troike wrote:
 Redcruisair wrote:
Troike, I agree we most of your pots, but I think you are in the wrong about how alien the nature of the Tyranids actually is. You see, the hive mind mentality of Tyranids is no more alien compared to the nature exhibited by the ants camping in my backyard. The workers of both species carry out the orders of its queen, with no mind of its own, and are totally incapable of voluntarily disobeying a command once it has been given.

It is alien next to the other armies in 40K, though. None of the other ones think like that.

Yeah, in that sense nids have, if you will, a bland kind of uniqueness to them.

 Troike wrote:
I just prefer them as this uniform, Hiveminded threat. I think it adds something to have one faction with that mindset.

And that is perfectly fine too. Not everything has to be deep or sophisticated in order for people to like it. I was just pointing out that for some folks, reading anything about the nids can quickly turn into a snooze fest, due to the lack of character in the Tyranid fluff.

 amanita wrote:
So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?

 Moktor wrote:
No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again.
 
   
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Brisbane, Australia

 Redcruisair wrote:
 Troike wrote:
 Redcruisair wrote:
Troike, I agree we most of your pots, but I think you are in the wrong about how alien the nature of the Tyranids actually is. You see, the hive mind mentality of Tyranids is no more alien compared to the nature exhibited by the ants camping in my backyard. The workers of both species carry out the orders of its queen, with no mind of its own, and are totally incapable of voluntarily disobeying a command once it has been given.

It is alien next to the other armies in 40K, though. None of the other ones think like that.

Yeah, in that sense nids have, if you will, a bland kind of uniqueness to them.

 Troike wrote:
I just prefer them as this uniform, Hiveminded threat. I think it adds something to have one faction with that mindset.

And that is perfectly fine too. Not everything has to be deep or sophisticated in order for people to like it. I was just pointing out that for some folks, reading anything about the nids can quickly turn into a snooze fest, due to the lack of character in the Tyranid fluff.


And somehow Tau, which are by virtue of their sheepish nature led with 'one purpose' (for the greater good, right?) are somehow exempt from this distaste for that particular strain of fluff? Aside from the Enclaves, nothing in tau is anything other than a lamb to the ethereals.

The thing that sets the tau apart is that they're individually intelligent from the human perspective. They all act with one purpose, but each fire warrior is a man with thoughts and a mind. The fact is that nids are too, but when they are in synaptic range, they can't express their emotions. When they're out of synaptic range, you move in for the kill because they don't have the strategic skill of a hive tyrant. They do what comes naturally to them, which is almost like backup programming to ensure they perform the best actions they can given their circumstances, but this doesn't mean that Tyranid A is not different from Tyranid B.

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Who new all this time they were living right under the imperium, on craft worlds, lurking in the web way, dressing up at tau drones. They would be a great addition to the 40k family.
   
 
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