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Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Shadow Walker wrote:
 NAVARRO wrote:
 Shadow Walker wrote:
Part of the reason I want new Raveners models is that I hate how they have the same ranged weapons as Warriors but somehow they are completely inside their bodies when Warriors need to carry sizeable ones. If i remember first Raveners had to carry their devourers etc. I would like them to either have their ranged options removed or made visible or changed to something else like 'thorax bio hive'' etc. which would have much shorter range etc. than Warrior weapons.


Reason number one I dislike weapons on hands designs on Nids... Looks awful and not something I imagine a constant evolving biocreature to have. The fact some look like pistols is even worse.

Integrated with body and design should be the way to go.

You misunderstood me. I am not against integrated weapons. I am against integrated weapons pretending to be the very same weapons that are not integrated.


Oh, don't worry, they'll just make them all have one "Ravener Torso Weapon" statline because Jervis' kids can't tell the visual clues apart for each type.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in pl
Dominating Dominatrix





 Platuan4th wrote:
 Shadow Walker wrote:
 NAVARRO wrote:
 Shadow Walker wrote:
Part of the reason I want new Raveners models is that I hate how they have the same ranged weapons as Warriors but somehow they are completely inside their bodies when Warriors need to carry sizeable ones. If i remember first Raveners had to carry their devourers etc. I would like them to either have their ranged options removed or made visible or changed to something else like 'thorax bio hive'' etc. which would have much shorter range etc. than Warrior weapons.


Reason number one I dislike weapons on hands designs on Nids... Looks awful and not something I imagine a constant evolving biocreature to have. The fact some look like pistols is even worse.

Integrated with body and design should be the way to go.

You misunderstood me. I am not against integrated weapons. I am against integrated weapons pretending to be the very same weapons that are not integrated.


Oh, don't worry, they'll just make them all have one "Ravener Torso Weapon" statline because Jervis' kids can't tell the visual clues apart for each type.

Yeah, that is very possible. Especially after Harlequins weapons change. There will be only 2 stats - 1 for Tyranid ranged biomorphs and 1 forTyranid close combat biomorphs so the game could be even more awesome than now

This message was edited 1 time. Last update was at 2022/02/18 16:50:56


 
   
Made in us
Towering Hierophant Bio-Titan




Mexico

The thing about Jervisation (is that the correct term?) is that it is the new phase of GW's box only rules.

Thankfully for us, most of our kits come with all the weapons we need, the only major exception being the Hive Tyrant kit (which does mean we may lose some weapons there).

Both Raveners and Termagants come with all weapons in the kit, so I doubt we will see Jervisation.

This message was edited 2 times. Last update was at 2022/02/18 18:38:55


 
   
Made in ca
Nimble Skeleton Charioteer





Canada

 xttz wrote:
Some minor updates from the guy on Reddit who has been leaking now verified details for Eldar, Tau, and other codexes over the last few months:

Replying to comment about Tyranid codex leaks.

Lol You like attacks? You get LOTS of attacks You like hitting better? You get to hit better

You better not have made nothing but devil gaunts... Cause you might as well throw them in the bin and take fleshborers


Hope you also put impalers on your hive guard...
Although the shock is amazing against vehicles


That's good, one of my hope for the Nids is to have more attacks, always baffled me how having 4 arms gave so little attacks Hope it's good.

And I have a bit of every type of Gants so I should be good if the flavor of month changes with the new book too!

Fantasy armies - Retired (Tomb Kings, Vampires, Empire, Chaos Warriors/Daemons, Dark Elves)

Tyranids army - Ever evolving, but about 10k pts
Custodes - 3,500pts (Fully painted yay!)
Thousand Sons - 4,000 pts
Eldar - 3,000pts 
   
Made in us
Longtime Dakkanaut




 Platuan4th wrote:
 Shadow Walker wrote:
 NAVARRO wrote:
 Shadow Walker wrote:
Part of the reason I want new Raveners models is that I hate how they have the same ranged weapons as Warriors but somehow they are completely inside their bodies when Warriors need to carry sizeable ones. If i remember first Raveners had to carry their devourers etc. I would like them to either have their ranged options removed or made visible or changed to something else like 'thorax bio hive'' etc. which would have much shorter range etc. than Warrior weapons.


Reason number one I dislike weapons on hands designs on Nids... Looks awful and not something I imagine a constant evolving biocreature to have. The fact some look like pistols is even worse.

Integrated with body and design should be the way to go.

You misunderstood me. I am not against integrated weapons. I am against integrated weapons pretending to be the very same weapons that are not integrated.


Oh, don't worry, they'll just make them all have one "Ravener Torso Weapon" statline because Jervis' kids can't tell the visual clues apart for each type.

Either that or you get hit with the Plague Marine datasheet. GW is either/or
   
Made in us
Terrifying Doombull




EviscerationPlague wrote:

Either that or you get hit with the Plague Marine datasheet. GW is either/or


Yeah, you're giving them too much credit. They'll do 'tyranid weapons' for one thing, free choice of weapons for warriors (because those are all in the box), and the limited jigsaw for something else.

Efficiency is the highest virtue. 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Voss wrote:
EviscerationPlague wrote:

Either that or you get hit with the Plague Marine datasheet. GW is either/or


Yeah, you're giving them too much credit. They'll do 'tyranid weapons' for one thing, free choice of weapons for warriors (because those are all in the box), and the limited jigsaw for something else.


Tyranid Weapon Raveners, Free choice Warriors, Limited Jigsaw Tyrants. It's coming.


Now only a CSM player. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Tyran wrote:
The thing about Jervisation (is that the correct term?)
Very close:

Jervis [Jer-viss] Jer-vised, Jer-vis-i-fy, Jer-vis-i-fied, Jer-vis-i-fi-ca-tion
–verb
1. to remove options inherent in a list. // 2. to reduce existing sub-lists into a single list. // 3. To triple (or more) the amount of Special Characters in a Codex. // 4. To take away. // 5. To give what isn't wanted nor needed.

Origin: Mid-1980's, England, Nottingham

Synonyms: Bland, Blandify, Codex: Dark Angels (4th Edition)

Antonyms: Codex: Chaos Space Marines (3.5 Edition)

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Humming Great Unclean One of Nurgle






Exalted!

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Fresh-Faced New User





Personally i prefer the blending of melee weapon types. Both for speed but also because it means i can convert whatever grubbly weapon monstrosity i wish and it is legal in rules with no count as ambiguity.
My issue is that it appears to be melee only whereas range still has the fidelity. This seems an inherent contradiction.
   
Made in ca
Angered Reaver Arena Champion





 Sureshot05 wrote:
Personally i prefer the blending of melee weapon types. Both for speed but also because it means i can convert whatever grubbly weapon monstrosity i wish and it is legal in rules with no count as ambiguity.
My issue is that it appears to be melee only whereas range still has the fidelity. This seems an inherent contradiction.


I agree on both accounts(unification and the weird contradiction of it).

Personally I like the unification of many weapon stats(at least where there is abundance of them) is that it means I can model for the rule of cool without having to accept the fact that what I found was cool is now utter garbage and will be for the next 2-3 editions.

I just wish they had done unification on the Death Guard melee weapons.
   
Made in us
Humming Great Unclean One of Nurgle






Funnysad that it's taken for granted that GW can't be trusted to simply balance bespoke weapon stats.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Towering Hierophant Bio-Titan






From Tyranids Discord - allegedly confirmed (not written) by a verified playtester

New rumour-leaks.
Synaptic Links are changing to once per game effects that work on every unit within 6" of a Synapse Unit.
- Zoanthropes give 4++ to Synapse and 5++ to non-Synapse.
- All other units have changed Links.

A lot of buffs trigger off the Synapse keyword (Warriors are beasts, apparently)

Unit Changes:
Swarmlord - Loses Hive Commander and 3++. Gains Chapter Master Re-rolls and gives a unit Obsec.
Hive Tyrant - Captain Re-rolls aura.
Tervigon - +1 to hit for Termagants in range (don't know what). If there is a 15+ model Termagant unit within 1" of her she is untargetable.

Termagants - Devourers are **** now. Fleshborers go to Assault 1 S5 AP1 D1
Tyranid Warriors - S5/T5 base. Access to -1D strat in all phases. Can get to A4 S8 AP2 D2.

Wargear Changes:
Boneswords - S+2 AP2 D2
Adrenal Glands - +1S/+1Mv

Hive Fleet Changes:
Leviathan - 1-2 TransNid on non-synapse creatures. 1-3 TransNid on synapse creatures.
Kronos - extra AP at half range

Gorgon gets some variety of Poison weapons.
Named Hive Fleets get 1-2 traits +1 customisable trait from a list.
Gargoyles to Troops
Genestealers to Elites
Rippers to Fast Attack
Leviathan far and away the best pick, apparently.
   
Made in us
Crazed Spirit of the Defiler






 xttz wrote:
From Tyranids Discord - allegedly confirmed (not written) by a verified playtester


I hate almost all of that.

"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion

DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I like the leviathan transhuman vs the 6+++.

Little skeptical over the slot swaps, but could make it work. Hope stealers get a buff to make them feel more elite if they are going there.

Interesting to see what shows up in the end.

   
Made in gb
Fixture of Dakka





Genestealers no longer troops? No thanks.

Casual gaming, mostly solo-coop these days.

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I get loosing rippers as troops. They are a minimal investment slot filler.

But every nid player should have buckets of stealers that were filling the role. What to replace them with?

Moving gargoyles to troops makes it the one stop gaunt shop. Shooty, stabby, and flappy. What flavor do you want? Thematically, I get the appeal.

   
Made in mx
Towering Hierophant Bio-Titan




Mexico

I can see Genestealers being moved to Elites.
Lore wise, Genestealers have never been the meat of Tyranid swarms.

But Rippers as fast attack doesn't make much sense IMHO.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 Sureshot05 wrote:
Personally i prefer the blending of melee weapon types. Both for speed but also because it means i can convert whatever grubbly weapon monstrosity i wish and it is legal in rules with no count as ambiguity.
My issue is that it appears to be melee only whereas range still has the fidelity. This seems an inherent contradiction.


I'll be honest. I have no problems giving units a 'combined' profile like this. It's a nice blanket rule that compensates for kits not having all the options, older miniatures existing etc.

But it needs to be consistent. All or nothing, as it were.

The problem we have with this is....well, quite simply the fact there are armies (GSC) where 3 different units can have the EXACT same weapon options but different profiles! And that's a problem. If you want to simplify things then WYSIWYG is an incredibly important thing to consider here. Oversimplifying and ignoring that is contradictory....

If Unit X can be armed with specific weapons then Unit Y, also armed with the exact same weapons should NOT be given a blanket profile.


Automatically Appended Next Post:
 xttz wrote:

Leviathan - 1-2 TransNid on non-synapse creatures. 1-3 TransNid on synapse creatures.
.


....That might just be good enough to tempt away from Crusher Stampede. I mean, Crusher Stampede lists can still be played as normal Fleet lists, just there wasn't any bonuses worth a damn compared but that...that is tasty with a Warrior troop core.

This message was edited 1 time. Last update was at 2022/02/20 00:24:22



Now only a CSM player. 
   
Made in us
Humming Great Unclean One of Nurgle






I always felt rippers as troops that didn't count towards force org requirements was a good way to go.

Gargoyles as troops... I miss when warlord choice could change forge org slots. A flyrant with gargoyle troops works for me, but as generic, eh. I can see the appeal though.

Stealers definitely make sense to me as elites more than troops.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 NinthMusketeer wrote:
I always felt rippers as troops that didn't count towards force org requirements was a good way to go.


Troops do bring a lot of benefits that I don't think Rippers should have. I would have put them as Elites that don't take FOC slots.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 Tyran wrote:


But Rippers as fast attack doesn't make much sense IMHO.


Unless they're coming with Deep Strike as standard now.


Now only a CSM player. 
   
Made in gb
Towering Hierophant Bio-Titan






 Tyran wrote:
I can see Genestealers being moved to Elites.
Lore wise, Genestealers have never been the meat of Tyranid swarms.

But Rippers as fast attack doesn't make much sense IMHO.


If they're keeping the deep strike ability then I think it kinda does. With the Parasite of Mortrex looking likely to happen I wonder if we'll see some creative use of Ripper swarms spawning around enemy units
Spoiler:
and perhaps a new model in the kit, like how spore mines come with Sporocysts
.

Meanwhile Gargoyles are the classic Tyranid horde unit for swamping objectives. Having a highly mobile (and presumably morale-immune) Troop/obsec unit looks like fun.

This message was edited 1 time. Last update was at 2022/02/20 01:09:18


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Warriors are Beasts?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 H.B.M.C. wrote:
Warriors are Beasts?


Not Beasts as in unit type but as in absolute beasts for what they are getting.

Between Leviathan's TransNid on Synapse, access to a -1 D strat, buffed Strength and Toughness, buffed Boneswords and the way Synapse apparently is key for things now the Warrior went from being an okay midline to a beast of a unit.



Now only a CSM player. 
   
Made in gb
Fixture of Dakka





Given that warriors are more beefy, well equiped and suited to leading swarms, I'd put them as elites way before genestealers.

Casual gaming, mostly solo-coop these days.

 
   
Made in pl
Longtime Dakkanaut




Germany

 NinthMusketeer wrote:

Gargoyles as troops... I miss when warlord choice could change forge org slots. A flyrant with gargoyle troops works for me, but as generic, eh. I can see the appeal though.


Same, to be honest. I wonder why they did away with it.

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in pl
Dominating Dominatrix





Tyranid Warriors - S5/T5. Finally!
Genestealers as Elites. Makes sense.
Rippers as Fast Attack. Mixed feelings.
   
Made in gb
Dakka Veteran





 NinthMusketeer wrote:
I always felt rippers as troops that didn't count towards force org requirements was a good way to go.

Gargoyles as troops... I miss when warlord choice could change forge org slots. A flyrant with gargoyle troops works for me, but as generic, eh. I can see the appeal though.

Stealers definitely make sense to me as elites more than troops.


Theres another rumour block which says gargs aren't troops but can move there with a flyrant as warlord. Also Shrikes are coming as a kit with lots of weapon options like warriors- so flying circus is back if these rumours hold up..

Rippers as fast attack make sense if they have deep strike as standard.
Most of this I can't really understand as I haven't played since 5th but there does seem to be a bit of flavour from 2nd/3rd/4th editions in there. Fleshborers always had higher strength than Devs so it was more of a choice and they are the classic Gant weapon so they need a reason to be taken.
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

 silverstu wrote:
Fleshborers always had higher strength than Devs so it was more of a choice and they are the classic Gant weapon so they need a reason to be taken.


In my view, the reason to take them is because they're free instead increasing the cost of the model by 40%. In my son's opinion, it was so that he'd have something to spawn out of the Tervigon in Narrative Play games.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

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