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![[Post New]](/s/i/i.gif) 2017/11/09 18:21:48
Subject: Re:Thoughts on the new tyranid codex
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Lone Wolf Sentinel Pilot
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I've been collecting tyranids for a year now, and painted them into Behemoth colours. The arrival of the new codex came as a suprise, so soon. I am very clad that the behemoth has still its use, reroll on charge is good and useful since I play very heavy on alpha strike. I am planning to get more tyranids, maybe 2-3 trygons, 3x haruspex in a Tyrannocyte, biovores and lictors.
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Wh40k, necromunda, Mordheim |
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![[Post New]](/s/i/i.gif) 2017/11/09 22:07:40
Subject: Thoughts on the new tyranid codex
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Liche Priest Hierophant
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The Kronos fleet, while not overpowered, is a very good counter to psykers in general. And the miasma gun is very good vs demons.
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![[Post New]](/s/i/i.gif) 2017/11/10 01:29:12
Subject: Re:Thoughts on the new tyranid codex
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Longtime Dakkanaut
Cheyenne WY
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Spreelock wrote:I've been collecting tyranids for a year now, and painted them into Behemoth colours. The arrival of the new codex came as a suprise, so soon. I am very clad that the behemoth has still its use, reroll on charge is good and useful since I play very heavy on alpha strike. I am planning to get more tyranids, maybe 2-3 trygons, 3x haruspex in a Tyrannocyte, biovores and lictors.
Yeah, I don't think you'll regret playing Behemoth.  Good luck, and good hunting!
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2017/11/10 18:31:04
Subject: Re:Thoughts on the new tyranid codex
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Storm Trooper with Maglight
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It seems that the Hive fleet Hydra stratagem is basically the same as the Valhallan stratagem, except not useless in matched play.
...unless GWs decides that it costs reinforcement points too.
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This message was edited 1 time. Last update was at 2017/11/10 18:31:15
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![[Post New]](/s/i/i.gif) 2017/11/10 18:52:12
Subject: Thoughts on the new tyranid codex
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Pestilent Plague Marine with Blight Grenade
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Slayer-Fan123 wrote: Kanluwen wrote:Slayer-Fan123 wrote:The main difference you can actually shoot Synapse creatures. Ya know, an actual counter exists unlike the faux counters proposed against Commisars.
You can't shoot Neurothropes or Primes. Both are low enough Wound counts to be shielded by friendly Infantry since neither are Monsters either.
Remind me again how many units in the Guard book have Summary Execution? Three, one of which is a named character(Yarrick).
Remind me again how many of them benefit from Regimental rules? Zero.
But please. Let's keep pretending that you can't maneuver or use sniper weapons. People just don't want to.
You mean all the sniper squads you need 150+ points of to kill a singular 30 point model? As well as most armies not having access to snipers in the first place? As well as a single model not exactly being hard to hide out of LOS either on top of those issues?
I mean yeah if you wanna pretend it's super easy go ahead.
That said I was unaware Neurothropes were a synapse creature.
Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
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![[Post New]](/s/i/i.gif) 2017/11/10 20:44:29
Subject: Re:Thoughts on the new tyranid codex
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Storm Trooper with Maglight
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Also, why would you want to prioritize neutralizing Commissars? It's not as if Summary Execution is giving your opponent some massive edge anymore.
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![[Post New]](/s/i/i.gif) 2017/11/10 22:14:32
Subject: Thoughts on the new tyranid codex
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Loyal Necron Lychguard
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sfshilo wrote:Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
I can't believe that there are still people who think flamers are effective at their job
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![[Post New]](/s/i/i.gif) 2017/11/11 00:47:10
Subject: Thoughts on the new tyranid codex
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Liche Priest Hierophant
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Arachnofiend wrote: sfshilo wrote:Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
I can't believe that there are still people who think flamers are effective at their job
May I introduce you to the tyranofex? 18", 4D6 autohits, S7, Ap -1 1d3 damage.
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![[Post New]](/s/i/i.gif) 2017/11/11 00:49:43
Subject: Thoughts on the new tyranid codex
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Loyal Necron Lychguard
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That sounds pretty good, assuming the cost is reasonable. It's also A) absolutely not what I was talking about and B) almost certainly more cost effective against elite infantry than hordes, just like every other "anti-horde" weapon.
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![[Post New]](/s/i/i.gif) 2017/11/11 00:50:36
Subject: Thoughts on the new tyranid codex
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Humming Great Unclean One of Nurgle
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Niiai wrote: Arachnofiend wrote: sfshilo wrote:Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
I can't believe that there are still people who think flamers are effective at their job
May I introduce you to the tyranofex? 18", 4D6 autohits, S7, Ap -1 1d3 damage.
Kills, on average, 38.89 points of Guardsmen, or 60.67 points of Marines.
That's much more efficient against the bigger stuff than the littler stuff.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2017/11/11 01:04:00
Subject: Thoughts on the new tyranid codex
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Liche Priest Hierophant
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Arachnofiend wrote:That sounds pretty good, assuming the cost is reasonable. It's also A) absolutely not what I was talking about and B) almost certainly more cost effective against elite infantry than hordes, just like every other "anti-horde" weapon.
Like king kong it will swat flyers out of the sky. But it is a flamer. ^_^
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![[Post New]](/s/i/i.gif) 2017/11/11 01:10:34
Subject: Thoughts on the new tyranid codex
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Storm Trooper with Maglight
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JNAProductions wrote: Niiai wrote: Arachnofiend wrote: sfshilo wrote:Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
I can't believe that there are still people who think flamers are effective at their job
May I introduce you to the tyranofex? 18", 4D6 autohits, S7, Ap -1 1d3 damage.
Kills, on average, 38.89 points of Guardsmen, or 60.67 points of Marines.
That's much more efficient against the bigger stuff than the littler stuff.
Huh, so it will outright kill a regular Infantry Squad (38.89 points of Guardsmen is 9-10 models) or a min sized Space Marine Squad. Conscripts meanwhile will have a nice +10 to their morale roll - without a Commissar meaning 7-12 extra losses, with a Commissar 4-9 (factoring in the mandatory blamming since you physically cannot pass). While in terms of points killed, yes, it favors the marines, you can't ignore the fact that this can render a screen into a pile of blood smears in a single shooting phase, granted you can get it into that 18" in the first place...
Then again, this means nothing to people who still have to tote around regular flamers vs hordes, which was the original point.
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![[Post New]](/s/i/i.gif) 2017/11/11 03:48:04
Subject: Thoughts on the new tyranid codex
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Longtime Dakkanaut
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I love my land speeder with dual heavy flamers. Yes it's an index unit only at this point but 3 of these guys do really well at killing squads of horde units. Are they "cost effective"? Can't say, but they have done great the last few times I took them out killing genestealers, termagaunts, and tyrnaid warriors (not all in the same game, don't want to give people the wrong ideas).
To be fair I got lucky with the genestealers, player tried to cast catalyst on them and rolled snake eyes. Used a command point to reroll and got another one. So I knew I had to kill that squad asap, 5++/5+++ genestealers are such a pain to try and get rid of.
Other than that, I always give my srg in my tactical squad a combi flamer just for overwatch help. They have a place in the game and seem to do ok for me, got lucky and killed a carnifex on overwatch once with a normal flamer (granted it was a despite charge from a carnifex with 1 wound left, but still...)
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![[Post New]](/s/i/i.gif) 2017/11/11 16:53:11
Subject: Re:Thoughts on the new tyranid codex
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Lone Wolf Sentinel Pilot
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So, back to the topic. I got my copy of codex today, and I m pleased for all good stuff my behemoth gets. Another exciting thing was hydra fleet, I might be doing add-on to my force. After all, previous apocalypse, and the endless swarm, got me into collecting tyranids.
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Wh40k, necromunda, Mordheim |
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![[Post New]](/s/i/i.gif) 2017/11/11 20:35:54
Subject: Thoughts on the new tyranid codex
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Lurking Gaunt
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I think it's a great book. Picked up my copy this morning and have read it cover to cover. The army list is great, building on the reimagining in the Index and dragging just about every unit into the "very usable" category. There are very few 'dud' options.
The presentation is great; a lot of the classic Tyranid fluff is still in there (this time without most of the glaring grammar errors, which to me is proof that someone actually proof-read this thing) but there is plenty of new fluff to sink your teeth into as well. The 'vibe' of the book is very much the apocalyptic tone of the 4th Edition book (and to a lesser degree the 3rd), which is very welcome. There are plenty of Tyranid defeats, but the overall tone is still "you're doomed".
Well worth mentioning directly is that the book doesn't shy away from Tyranids vs Chaos. It would have been impossible not to address this given the changes made to the setting for 8th, and I think it's very well handled; the Tyranids are depicted as they should be, a monster about to close its jaws around the galaxy, but this doesn't diminish the threat of Chaos at all for once. It's best exemplified by the wonderful art on pages 4/5, which is a huge Khorne host charging headlong into a Leviathan swarm, with a massive betentacled Toxicrene rearing out of the tide of aliens to meet a Bloodthirster. There's no indication to who will win when all is said and done, and the real take-home thought is that everyone else is going to be minced in the crossfire.
There's plenty of new art as well, with a fairly consistent style, to bind the different threads of the book together. Even the layout of the book seems fairly logical; in the past I've found myself randomly flipping from one end of a codex to another trying to find the rules I'm looking for. Not so with this one (thus far).
Big thumbs up to GW for this one; a Tyranid book written by someone who seems to care for the subject matter, handling it respectfully and competently.
Woohoo!
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![[Post New]](/s/i/i.gif) 2017/11/11 20:48:42
Subject: Re:Thoughts on the new tyranid codex
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Storm Trooper with Maglight
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Spreelock wrote:So, back to the topic. I got my copy of codex today, and I m pleased for all good stuff my behemoth gets. Another exciting thing was hydra fleet, I might be doing add-on to my force. After all, previous apocalypse, and the endless swarm, got me into collecting tyranids.
Beware of the inevitable upcoming FAQ though. If "endless swarm" gets the same treatment as summoned daemons and Valhallans, it might not be so great after all.
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![[Post New]](/s/i/i.gif) 2017/11/11 21:33:15
Subject: Thoughts on the new tyranid codex
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Regular Dakkanaut
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No FAQ needed. It's pretty apparent that you pay points for it.
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![[Post New]](/s/i/i.gif) 2017/11/12 00:48:48
Subject: Thoughts on the new tyranid codex
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Longtime Dakkanaut
Cheyenne WY
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Sadly  If anything a FAQ would say Not to pay points, at that point it starts being useful...but it works just fine for power point games.
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2017/11/12 09:02:18
Subject: Re:Thoughts on the new tyranid codex
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Lone Wolf Sentinel Pilot
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Yeah, paying in points for summon/spawn is one of the most stupid things GW has made. It's clearly to counter summon hordes becoming too overpowered, it took a while to get used to it, but now I'm okay with paying the points for spawning.
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Wh40k, necromunda, Mordheim |
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![[Post New]](/s/i/i.gif) 2017/11/12 11:19:02
Subject: Thoughts on the new tyranid codex
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Regular Dakkanaut
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It comes from AoS and past experience with daemons. It's too way too easy to double the points value of an army.
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![[Post New]](/s/i/i.gif) 2017/11/12 13:06:10
Subject: Thoughts on the new tyranid codex
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Pyro Pilot of a Triach Stalker
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Umm did no one play 6th and 7th against summon spam? Best change in 8th IMHO.
Back on topic, I'm loving the new dex. The various strain adaptations, strategems, and warlord traits are amazing. My list went down almost 50pts while obviously gaining all the rules.
Big winners are flying hive tyrants, nuerothropes, genestealers, carnifexes, and surprisingly devourer termagants due to the double shoot strategem.
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01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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![[Post New]](/s/i/i.gif) 2017/11/12 16:28:46
Subject: Thoughts on the new tyranid codex
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Fresh-Faced New User
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Bought the iPad Tyranid Enhanced Digital version. I was able to find the weapon point costs, but I can't seem to find the unit point costs. Anyone else have this problem? I have literally searched every page!
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![[Post New]](/s/i/i.gif) 2017/11/12 17:36:05
Subject: Thoughts on the new tyranid codex
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Fixture of Dakka
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shrouk wrote:Bought the iPad Tyranid Enhanced Digital version. I was able to find the weapon point costs, but I can't seem to find the unit point costs. Anyone else have this problem? I have literally searched every page!
I don't have it yet. This is the second comment now that I have read that the Enhanced Digital version is missing something. Can't remember what the first person said, so I think I will now wait to get this till it's fixed. Sorry I couldn't be of help. But it seems GW dropped the ball on this one.
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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) 2017/11/12 18:07:52
Subject: Thoughts on the new tyranid codex
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Longtime Dakkanaut
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I don't have the digital edition myself, but I heard someone mention something about tapping the power icon in the header of the unit profile to bring up point costs in a pop-up.
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![[Post New]](/s/i/i.gif) 2017/11/12 19:35:06
Subject: Thoughts on the new tyranid codex
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Virulent Space Marine dedicated to Nurgle
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Genestealers look really good right now.
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"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
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![[Post New]](/s/i/i.gif) 2017/11/12 22:20:34
Subject: Thoughts on the new tyranid codex
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Longtime Dakkanaut
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Agreed here, hitting on a 3+ that if I read right becomes a 2+ in a brood lord is nearby, then being able to re-roll ones if using talons is as near automatic hits as your going to get, and in decent sized blocks four attacks each..
ouch.
not too expensive either, plus decently mobile.
Downside is they are fragile and live in a book that has cheaper bodies for spam, but I'm liking them.
Liking even more having some 60 off of them and a pair of brood lords currently
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![[Post New]](/s/i/i.gif) 2017/11/12 22:32:23
Subject: Re:Thoughts on the new tyranid codex
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Regular Dakkanaut
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Does the add +1 to the hit rolls for Genestealers from the Broodlord mean that Toxin Sacs trigger on a 5+ and Rending Claws trigger on a 5+ as well?
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![[Post New]](/s/i/i.gif) 2017/11/12 23:09:07
Subject: Re:Thoughts on the new tyranid codex
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Humming Great Unclean One of Nurgle
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Mr. Funktastic wrote:Does the add +1 to the hit rolls for Genestealers from the Broodlord mean that Toxin Sacs trigger on a 5+ and Rending Claws trigger on a 5+ as well?
No. The +1 is to hit, and those proc on wounds.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2017/11/13 02:34:06
Subject: Re:Thoughts on the new tyranid codex
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Longtime Dakkanaut
Cheyenne WY
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Mr. Funktastic wrote:Does the add +1 to the hit rolls for Genestealers from the Broodlord mean that Toxin Sacs trigger on a 5+ and Rending Claws trigger on a 5+ as well?
Nope, but Gorgon (the toxic fleet  ) Has a Strat that lets units with Toxic activate on 5+
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2017/11/13 02:57:50
Subject: Re:Thoughts on the new tyranid codex
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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It's a"Kanluwen tries to compare 80-100 point models to a 30 point model" episode.
Oh Kan, your consistency is truly admirable.
Automatically Appended Next Post: sfshilo wrote:
Remind me again how many units in the Guard book have Summary Execution? Three, one of which is a
Or you could take something that kills constripts quickly like flame thrower specist squads, lightning claw assault units, or the good old Khorne Beserker or three......
If you can't kill constripts.......maybe you have the wrong weapons?
Yeah dude come on. If you dedicate 400 points of shooting or assault purely toward killing conscripts every turn, you'll surely chew through those 90 3 point models by turn 6!
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This message was edited 2 times. Last update was at 2017/11/13 03:09:00
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