Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2017/10/25 14:07:47
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Regular Dakkanaut
|
I'm sure a lot of people are as excited for the new bug book as I am. I was wondering what people think should be changed or added in the new book so we can look back in a couple of weeks and see how well GW did.
I personally think the hive fleet traits will be a huge buff if other codexs are anything to go by. If nids have an option for the 'ravenguard' one that is -1 to hit above 12" it's going to be a great combination with venomthropes/malanthropes.
I'm really hoping catalyst goes back to the old version too, if it gave both the caster and targeted unit a 5+ fnp it would be a huge boost.
|
Grey Knights - 3500pts
SKitarii - 4000pts
Ad mech - 2000pts
Imperial Knights - 1000pts
Black Templars - 3200pts
Genestealer cults - 1750 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 14:58:43
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Fixture of Dakka
|
I want the Fleet to buff what they do best, make many things cheaper and a Hive Tyrant 9w, i'll be happy with that.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 15:04:06
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Stubborn Prosecutor
|
I'm hoping there will be analogues to the chapter tactics/relics of the other codexes. I'd be happy if there are at least one new model like in the AM codex
|
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
https://www.victorwardbooks.com/ Home of Dark Days series |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 15:04:36
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Insect-Infested Nurgle Chaos Lord
|
Malefactor Superheavy transport.
Because giant crab slug is awesome.
|
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 20:57:53
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Sneaky Lictor
|
I'd like it if our MCs become a bit more lethal. Let us hit on a 3+ in melee so degradation doesn't hurt as bad. Also give the twin devourer a distinct role instead of just screwing over every dakkafex/rant (-1 ld for the turn if it causes a wound maybe, going back to the old rules?). And either fix the maleceptor or put it out of its misery, the poor thing.
I'd really like it if we regained customisation a la 4th ed carnifex. Or dare I say, monster design rules. I know, I know, but I can dream...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 22:53:41
Subject: Re:What would you like to see changed/added in the new Tyranid codex?
|
 |
Longtime Dakkanaut
|
Giving the monsters higher strength and/or more attacks in close combat would be nice.
I get that tradition states tyranids aren't allowed to have decent anti-tank guns, outside of a couple of specialized units. But they should make up for that by being able to tear apart tanks in combat once they reach them.
Currently most nid MCs are working with S6 or S7, making the tougher vehicles pretty hard to deal with.
You can give a carnifex x2 strength crushing claws for S12 attacks, but unlike the equivalent dreadnought CC weapon it comes with a -1 to hit, on top of the already worse base 4+ to hit.
They're not that much cheaper than a dreadnought.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 23:06:34
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Ultramarine Chaplain with Hate to Spare
|
Most of the MCs seem pretty fragile for their cost. Just some points reductions for some of the big ones would be nice.
Ahhh, who am I kidding. I'd love it if they dropped the points for Tyranid Warriors a bit.
|
This message was edited 1 time. Last update was at 2017/10/25 23:34:59
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 23:47:16
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Fixture of Dakka
|
Insectum7 wrote:Most of the MCs seem pretty fragile for their cost. Just some points reductions for some of the big ones would be nice.
Ahhh, who am I kidding. I'd love it if they dropped the points for Tyranid Warriors a bit.
Ah yeah, Warriors are jack of all master of poop! We can shoot.. kinda, we can melee.. kinda, we do synapse... but we die fast....
I dont think the warrior it self needs to be cheaper, just all the Gear does and give it BS 3+, a SB is 2pt, why is a Devourer 4pts? the SB is way 1 less with 6" range but then 1 more for 12" range, IMO a SB is better tho.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 23:51:13
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Longtime Dakkanaut
|
The thing I'd like for warriors even more than a points reduction is the ability to take a weapon (ranged or melee) with a damage stat better than 1. Their 'heavy infantry jack of all trades' thing is let down by only having access to anti-infantry weapons. Tyrant guard got access to crushing claws. I don't think it would be a huge stretch to let warriors have access to them.
|
This message was edited 4 times. Last update was at 2017/10/26 00:31:11
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/25 23:57:01
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Powerful Phoenix Lord
|
Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
|
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 00:58:04
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Sneaky Lictor
oromocto
|
Happyjew wrote:Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
I would say this is too much maby a 6+ with a stratigum to improve it to 5+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 01:05:13
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Dakka Veteran
|
I’m very curious to see what the hive fleet traits will be. -1 to hit >12” would be quite powerful. 6+ FNP has real potential as well on that many models. Seeing as those aren’t uncommon thus far and most traits seem fairy copy/paste I could see these being the case. Curious to see what else there will be.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 01:08:06
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Powerful Phoenix Lord
|
Timeshadow wrote: Happyjew wrote:Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
I would say this is too much maby a 6+ with a stratigum to improve it to 5+
But it's OK for Nurgle to get it?
|
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 01:20:01
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Sneaky Lictor
|
Give venom cannons a chance to deal a mortal wound when targeting <vehicles>, like on a 6+ to wound, to stay consistent with how haywire-ish effects have been translated to 8th.
Venom cannons used to have fluff detailing that the electrical charge of the crystals is as damaging to vehicles as the venom crystals themselves. This was reflected in game by them being effectively stunlock cannons; they could only cause glancing hits to vehicles (which mostly prevented the target from firing the next turn). This was all you needed, buying your gribblies some time to cross the battlefield and rip that tank apart. This function was lost when the vehicle damage tables were replaced with hull points, and venom cannons have been pretty useless since (if memory serves: it's late and this was all quite a few years ago).
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 01:24:23
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Fixture of Dakka
|
Happyjew wrote:Timeshadow wrote: Happyjew wrote:Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
I would say this is too much maby a 6+ with a stratigum to improve it to 5+
But it's OK for Nurgle to get it?
Nurgle or DG in general was built with that in mind, it was balanced knowing it had that.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 10:21:59
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Sneaky Lictor
oromocto
|
I would like to see more psychic shanagins. Shadow in the warp is currently a joke. I'd like to see it make oops peril more often.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 10:55:52
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Witch Hunter in the Shadows
Aachen
|
Happyjew wrote:Timeshadow wrote: Happyjew wrote:Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
I would say this is too much maby a 6+ with a stratigum to improve it to 5+
But it's OK for Nurgle to get it?
It is, just like it's ok for Grey Knights to all be psykers: Because they're balanced around it always being there.
If you give such a strong Hive Fleet benefit, you either make all the others useless or you have to resort to making those equally strong. 6+++ is available as a trait for I think three different armies as a "<Keyword>" trait, so is "-1 toHit". So to stay in line, you'd have to use 5+++ and -2 toHit. Same applies to all the other traits.
What I wish for as someone who just started collecting Tyranids I'd like to see
* Transports to be able to carry multiple units
* Tyrants having less than 10 wounds
* All of the named characters that're basically "brood leaders" (aura that benefits their kind of unit) to be HQs.
* I like the idea of "broods" as in "old one eye and 3 carnifexes", "prime and squads of warriors", "tervigon and termagants" - it's something I'd like to see for the other units, too. Especially hormagants and gargoyles.
* obviously: get the points values right, whatever else you do. "be balanced" is kind of an obvious wish, isn't it? ;-)
|
This message was edited 1 time. Last update was at 2017/10/26 10:56:55
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 11:10:04
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Fixture of Dakka
|
Oh yeah i forgot Transports are 1 unit in nids.. the Tyrannocyte is terrible, the worst transport in game IMO.
It should be Wound bases, 20 total wounds.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 16:46:51
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Ultramarine Chaplain with Hate to Spare
|
Amishprn86 wrote: Insectum7 wrote:Most of the MCs seem pretty fragile for their cost. Just some points reductions for some of the big ones would be nice.
Ahhh, who am I kidding. I'd love it if they dropped the points for Tyranid Warriors a bit.
Ah yeah, Warriors are jack of all master of poop! We can shoot.. kinda, we can melee.. kinda, we do synapse... but we die fast....
I dont think the warrior it self needs to be cheaper, just all the Gear does and give it BS 3+, a SB is 2pt, why is a Devourer 4pts? the SB is way 1 less with 6" range but then 1 more for 12" range, IMO a SB is better tho.
I think they're a decent unit and am building an army of them. But if their points went down a bit I could give them all adrenalin sacs
If Tyrannocytes came down in price a bit too, that'd be great. They spend so much for their bs 5+ guns. And if they could carry 30 gants I'd be super happy. Total wishlist though.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 16:58:44
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Imperial Guard Landspeeder Pilot
On moon miranda.
|
Id love to see Warriors be solid core units. Love the models on them, but they always seem to be either too expensive or too squishy (or both) for what they do in every edition.
Carnifexes definitely need some help with anti tank melee too.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 17:01:02
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Ollanius Pius - Savior of the Emperor
Gathering the Informations.
|
My wishlist includes things like "Hyper-Adaptive" Biomorphs that allow for a unit to ignore Armor Penetration of -1 and reduce AP values higher than that by 1 point.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 17:07:22
Subject: Re:What would you like to see changed/added in the new Tyranid codex?
|
 |
Longtime Dakkanaut
|
Mild Predictions:
- Hive Tyrant point drop by 15%.
- Hive Tyrant with wings point drop by 13% (same # points as Hive Tyrant drop)
- Tervigon point drop by 30%
- Tervigon can replenish units that don't have fleshborers.
- Tyranid Psychic Powers gain a "regenerate D3 lost wounds" power
- Tyranid Psychic Powers gain a "like Smite but different" power (Warp Blast or Psychic Scream)
- Maleceptor point drop by
- Zoanthropes gain +1 to their casting for each additional Zoanthrope model in the unit after the first.
- Venomthropes affect all Hive Fleet models, not just Infantry.
- Pyrovores point drop by 25%
- Haruspex point drop by 20%
- Gargoyles point drop by 15%
- Sporocyst Spore Node gains 24" range instead of 9". Point drop by 25%
Spicy Predictions:
- Hive Tyrant without Wings gets a 2+ armour save.
- Brainleech Worms gain re-roll to wound.
- Tyranid Prime gives +1 to hit for all Hive Fleet units in range that aren't Monsters.
- Hive Guard gain 3+ armour save
- Lictors and Death Leaper gain +2 attacks
- Lictors gain a 1-cost Stratagem allowing another Infantry unit to deploy with them.
- Carnifex Living Battering Ram ability inflicts d3 wounds instead of just 1.
- Mawloc gains Grasping Talons instead of Scything Talons
Bold Predictions:
- All Tyranid Warriors can take Heavy Weapons.
- Maleceptor's Psychic Overload deals mortal wounds to all enemy units within 12", and the amount of hits are determined by the damage chart instead of the maximum number of units.
- Zoanthropes gain Warp Blast as a regular shooting attack, with two modes; Lance 18" S9, AP-3, D3 damage, or Blast 24", S5, AP-2, D3 shots
- Termagaunts (with Fleshborers) spawned by Tervigon don't cost reinforcement points
|
Galef wrote:If you refuse to use rock, you will never beat scissors. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 17:13:37
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Fixture of Dakka
|
The warrior kit only comes with 2 heavys and its 1 of each, they wont get 1 heavy per, b/c the kit doesnt come like that.
It would actually make Warriors highly playable with that 1 change tho,a unit full of Venom or Barb cannons would be amazing.
|
This message was edited 1 time. Last update was at 2017/10/26 17:16:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 17:35:39
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Powerful Ushbati
|
Mainly wanting points reductions for many of the models, and a rework of some of the CC monsters to at least be scary AF when they hit. If possible I'd like to see Fexes hitting on a 3+ even with CClaws.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 17:53:55
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Dakka Veteran
|
Happyjew wrote:Timeshadow wrote: Happyjew wrote:Will of the Hive Mind: All models within Synapse range ignores wounds (and mortal wounds) on a 5+.
I would say this is too much maby a 6+ with a stratigum to improve it to 5+
But it's OK for Nurgle to get it?
Basically everything that gets DR in Death Guard either hits like wet toilet paper or costs more points than Tyranids. Blight lords last forever but don’t have access to power fists. If you want more staying power in exchange for weaker models or fewer models that’s fine by me.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 18:17:04
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Battleship Captain
|
Hive Tyrant to be cheaper or harder to kill if they stay the same points.
I'd rather have more customization in my bugs than general Hive Traits. Like FnP or -1 to hit is a buyable upgrade for bugs rather than a general buff to the whole detachment. But that will never happen.
Carnifexes to go to 3+ to hit, no negative for claws, point drop.
Zoanthropes back to units of 1+ and know two powes (Smite and another power) Can cast and Deny 1. Buffs to to their Smite damage if there are other Zoanthropes nearby. Maybe like the Fire Prism but with pyschic powers.
Tyrannofexes to have any use at all.
Points drop on the Haruspex.
I've not tried any bugs that were released since the initial 7th Ed book left me a sad and lonely Nids player so I can't comment on the newer stuff but I'm sure there's room for improvement on them.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 18:22:41
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Horrific Hive Tyrant
|
I don't think warriors need a points drop. I think they need a power buff.
Part of my reasoning is how much the kit costs. Over £10 for a 24pt model is frankly insane imo
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 18:46:56
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
|
Yeah, many times things shouldn't be made cheaper, just better by rules. This is why I don't like the "just make everything cheaper" people want with Orks. At this rate a full 2k point ork army will cost 2000 pounds to do by GW prices.
|
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 19:05:55
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Inspiring SDF-1 Bridge Officer
|
I wish they would go ahead and make Tervigons transports - and can carry termagants, hormagaunts, rippers and maybe even gargoyles.
Carnifexes seem a bittle brittle, and though they hit like a mack truck the problem is getting consistant hits. Preferably, I'd like to see them be able to hit on a 2+ when charging (with a Strategm to allow them to give up shooting to step back and charge back into combat).
Warriors are a bit too fragile, would like to see either an option to make them harder to hit/hurt or to pull a sort of "Look out sir" to transfer wounds from them to nearby gaunt/gant units.
Anyone have ideas for Hive traits? I'd like to see some special abilities make an appear ance based on your hive fleet of choice.
|
It never ends well |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/10/26 19:21:57
Subject: What would you like to see changed/added in the new Tyranid codex?
|
 |
Longtime Dakkanaut
|
Hive Traits will be terrible for Tyranids, except one, which will be insane.
Hive Mentality: Models that share the same <Hive Fleet> as your Warlord; add +1 to their Leadership.
Metabolic Miracle: At the beginning of the Fight Phase during each turn, your Warlord chooses to add +1 to either their hit rolls, wound rolls, or armour saves for the duration of the Fight Phase.
Eonic Genecode: Whenever an opponent uses a Stratagem, roll a die. On a 6, you gain a Command Point. Discard this Command Point if not used before your next turn.
Enhanced Carapace: Your Warlord gains 1 Wound. If they lose a wound, roll a d6, unless it's a mortal wound. On a 6, they do not lose that wound.
Spore Cloud: Your Warlord gains +2 to their armour save due to cover instead of +1.
Hive Commander: In each of your Shooting phases, you can pick one friendly <Hive Fleet> unit within 6" of your Warlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting.
|
This message was edited 1 time. Last update was at 2017/10/26 19:22:43
Galef wrote:If you refuse to use rock, you will never beat scissors. |
|
 |
 |
|