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		<title><![CDATA[Latest posts for the thread "Opinion on new `nid codex"]]></title>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ Well, lets hear it.]]></description>
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				<pubDate><![CDATA[Tue, 9 Mar 2010 23:46:39]]> GMT</pubDate>
				<author><![CDATA[ eldarbgamer13]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ Awesome, I really like it. I don't think its overally powerful by any stretch but the options available to you allows a few competetive play styles. <br /> <br /> I love the new beasties such as the Tervigon and Doom and i love dribbling over the latest conversions some guys have done.<br /> <br /> The introduction of Spores into the Dex and beasties that can come up from underground makes the whole army so much more fun to play. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 00:10:41]]> GMT</pubDate>
				<author><![CDATA[ L0rdF1end]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ While I think it can be at times a convoluted mess (Refer to page 47. Now 32. Now 12. Good luck.) it's a pretty good codex. Nids got some nice new units, and it's far from overpowered - although the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> can be a mess to take down. Really, for no other reason than its 3+ invul save. With its ability, who bothers firing regular shots at it? I've seen it get up close, drop to 1 wound, then shoot up to 9 in one turn.<br /> <br /> I will say that it has some serious flaws, though. First off, Carnifexes. While they definitely needed a points increase, I think they went way overboard with it. Old lists used to field half a dozen of them; the ones I've seen at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> field zero now because of the high price (Which can be better put into Zoas, Warriors, Trygon/Prime...). Also, why would they take out the "Without Number" rule? And furthermore, how on earth did they manage to give it to the Imperial Guard? Apparently they were even written by the same person. It just boggles the mind how they screwed that up.]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 00:18:03]]> GMT</pubDate>
				<author><![CDATA[ Locclo]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ I didn't like the codex much at all at first.<br /> <br /> I have done a 180 since then.<br /> <br /> I like the fact that the small guys got cheaper, and while the big ones got more expensive (on average) their damage output has been multiplied, as well.<br /> <br /> As far as without number goes, we still have it.  it's called a Tervigon, and it is one of the best true 'support' choices we have in the codex.  Who needs a brood of gaunts running in from the table edge on turn 4, far from the action, when we can spawn a brood usually 2 or 3 turns per game, per tervigon?  that's a far greater output of models than without number ever was, not to mention the spawner is usually a scoring monstrous creature with 6 wounds.  Ouch!<br /> <br /> Nidzilla is far from dead, just evolved from what it used to be.  I like the gribbly lists, as well, and they severely increased the damage output from zoanthropes along with adding hive guard to crack transports.<br /> <br /> I'm still playing around for the 'sweet spot' list but overall i'm happy with the changes.  ]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 00:24:51]]> GMT</pubDate>
				<author><![CDATA[ tetrisphreak]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ I love it. They went from the most boring army to play to (in my opinion) the most fun. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 00:31:46]]> GMT</pubDate>
				<author><![CDATA[ Night Lords]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I am nonplussed by it.  I feel it needed a few months worth of playtesting before release and it would have been great, but it just falls short because of this.  Badly worded rules, terrible internal balance, certain parts of the fluff fall below the standard I expect.  It is hardly one of the best books out there.  It is not Necrons bad by any stretch of the imagination, but I do not feel that it is very good.]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 07:14:41]]> GMT</pubDate>
				<author><![CDATA[ Elric of Grans]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ As a modeller and long time collector I am grateful that I now can revisit my old Armorcast/Epicast models (Malefactor counting as Tervigon, Exocrine counting as Tyrannofex, Drop Pod as ... well ...  Drop Pod) , gaunts (termagaunts, strangleweb and harpoon) and warriors (with two boneswords!) and integrate them as legal options in my new army. The variety of units has increased by about 100%, which is a good thing that inspires conversions and a big non-<span class="glossaryitem" onmouseover='gp(50);'>GW</span> market. If you accept that it is a completely new Codex not comparable to the old one, you can enjoy the new anti-tank and shock-options. I also like the fluffy new characters like the Nemesis and the Parasite. My army is about to be playtested, so I have no experience with performance yet.]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 23:49:19]]> GMT</pubDate>
				<author><![CDATA[ Kroothawk]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Locclo wrote:</cite>although the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> can be a mess to take down. Really, for no other reason than its 3+ invul save. With its ability, who bothers firing regular shots at it? I've seen it get up close, drop to 1 wound, then shoot up to 9 in one turn.</div></blockquote>Firstly: It doesn't have an Invulnerable Save &lt;/Flamesuit&gt;<br /> <br /> Secondly: You are right, no-one should be firing Regular Shots at it, you should be firing Krak Missiles at it to instant Death it. 10 wounds don't do Jack against S8+]]></description>
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				<pubDate><![CDATA[Wed, 10 Mar 2010 23:57:11]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 00:02:50]]> GMT</pubDate>
				<author><![CDATA[ Locclo]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Locclo wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)</div></blockquote>Read the Warp Field rule very carefully.]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 00:08:57]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Locclo wrote:</cite>Also, why would they take out the "Without Number" rule? And furthermore, how on earth did they manage to give it to the Imperial Guard? Apparently they were even written by the same person. It just boggles the mind how they screwed that up.</div></blockquote>Send In The Next Wave only respawns a unit once. Without Number is also somewhat redundant with the Tervigons in existence.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 00:18:13]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Gwar! wrote:</cite><blockquote><div><cite>Locclo wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)</div></blockquote>Read the Warp Field rule very carefully.</div></blockquote><br /> <br /> "A Warp Field grants a Zoanthrope a 3+ Invulnerable save."<br /> <br /> What, so because the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> isn't technically a Zoanthrope, it doesn't get the save? Despite having the Warp Field rule in its entry? Now you're just nitpicking. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Oh, and about the SITNW/WN, I probably shouldn't have mentioned anything. I'm mainly projecting the complaints of the Nid players at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> to the interwebs; I don't play either Nids or Guard, it's just that I was as surprised as the rest of them when Nids lost Without Number (Which, useless as it is with the Tervigon, was always a kind of fun thing to do when you lose a whole squad of Gaunts).]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 00:36:01]]> GMT</pubDate>
				<author><![CDATA[ Locclo]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ As a fluff reader I think it is brilliant.<br /> Vastly expanded info on the old fleets, plus a whole host of new ones for people to use as their own.<br /> <br /> Nice range of new units, hopefully a second wave will fill out some of the missing models.<br /> <br /> Tyranids and generic <span class="glossaryitem" onmouseover='gp(119);'>SM</span> seem to be getting redone at a much faster rate than the other army books.]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 00:44:00]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Locclo wrote:</cite>What, so because the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> isn't technically a Zoanthrope, it doesn't get the save? Despite having the Warp Field rule in its entry? Now you're just nitpicking. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"></div></blockquote><br /> <br /> Gwar!? Nitpicking about the <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> of a codex? INSANITY I SAY!]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 01:23:12]]> GMT</pubDate>
				<author><![CDATA[ Lorgar's_Blessed]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ Here is a quote from another forum which I think will provoke some interesting discussion. Credit to <span class="glossaryitem" onmouseover='gp(327);'>BL</span> for writing it all.<br /> <br /> While I think it's a bit doom and gloom he does hit some valid points, especially regarding overpriced <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and overcrowded Elites options.<br /> <br /> <blockquote class="uncited"><div><br /> <br /> <b>Hive Tyrant:</b> Expensive, fragile, and expensive.  Lost invulnerable saves, gained psychic powers which they can't use.<br /> <b>Tyrant Guard:</b> Expensive, and people will argue with you over the rules.  As in, they're worded <i>so poorly</i> that some people argue that they have NO EFFECT on your Tyrant.  Whatsoever.  I'm serious.<br /> <b>Tervigon:</b> New.  Other players bitch about them because they seem overpowered, but they're roughly as overpowered as the 3rd edition <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex.  Spawns troops and gives other units Feel No Pain.<br /> <b>Prime:</b> Tyranid Warrior <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.  THAT IS <span class="glossaryitem" onmouseover='gp(484);'>IT</span>.<br /> <b>Zoanthrope:</b> Shooting got upped.  Moved to Elites.  Have to be taken in squads, but lost 0-1 restriction.  No options.<br /> <b>Hive Guard:</b> These and/or Zoanthropes are required to make a list.  They sold out nationwide in just under 4 days.<br /> <b>Lictor:</b> Deploy like Marbo.  Horrible unlike Marbo.  They got nerfed in as many ways as they got fixed.  Almost useless.<br /> <b>Pyrovore:</b> In the runnings for Worst Unit in the Game.  I'm not kidding.<br /> <b>Termagant:</b> Nerfed.<br /> <b>Hormagaunt:</b> Nerfed and dropped in price.  Yes, this means termas got nerfed without a price change.<br /> <b>Genestealer:</b> Dropped 2 points, got Infiltrate, and lost literally every upgrade you ever gave them.  Including the mandatory ones.<br /> <b>Ymgarl Genestealer:</b> Elite Genestealers that deploy like 3E Lictors.  Cost nearly double.<br /> <b>Warrior:</b> Moved to Troops.  Gained a wound.  Simultaneously the best and worst <span class="glossaryitem" onmouseover='gp(19);'>CC</span> fighters in the game.<br /> <b>Ripper:</b> Nerfed.<br /> <b>Gargoyle:</b> Points halved.  Nerfed.<br /> <b>Ravener:</b> Still the exact problems of before, except the minimum size was raised to force you to buy the new plastic kit.  Oh, and they're W3 now.<br /> <b>Harpy:</b> New flying <span class="glossaryitem" onmouseover='gp(93);'>MC</span>.  Has questionable use.<br /> <b>Shrike:</b> Flying warriors are called this now, and they're basically gakky warriors.<br /> <b>Sky-slasher:</b> Flying rippers are called this now, and nerfed like rippers.<br /> <b>Carnifex:</b> Dear god.<br /> <b>Mawloc:</b> A bad Trygon that people will argue with you over just like tyrant guards.  As in, they argue that the Mawloc <i>literally cannot function</i>.<br /> <b>Biovores:</b> Nerfed.<br /> <b>Tyrannofex:</b> New <span class="glossaryitem" onmouseover='gp(57);'>HS</span> gun unit.  Would be useful if it didn't cost 265 points.<br /> <b>The Swarmlord:</b> Hive Tyrant character with +1WS, cool close combat rules, and a 280 point price tag.  Fun fact-- Mephiston in the new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex has better stats and equipment for fewer points.<br /> <b>The Parasite of Mortrex:</b> Gargoyle character with a special ability that never works.  Bad.<br /> <b>Deathleaper:</b> Lictor character with amazing rules but he's still a fething lictor.<br /> <b>The Doom of Malan'tai:</b> One of 3 good units in the entire codex.  Unfortunately, all of them are Elites.<br /> <b>Old One Eye:</b> Have you ever wanted to pay 260 points for a carnifex with two unreliable upgrades?<br /> <br /> <br /> <b>List of codex nerfs, reduction, and removals in comparison to 4E codex:</b><br /> No unit can take assault grenades except lictors (and <span class="glossaryitem" onmouseover='gp(540);'>DL</span>), harpies, and carnifexes.<br /> Loss of universal Move Through Cover.<br /> Loss of universal Eternal Warrior.<br /> Synapse changed to Fearless instead of "pass all <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests."<br /> Weapons have preset stats no longer based on holder.  Not a complete nerf.<br /> Loss of Living Ammunition.<br /> Loss of Leaping biomorph.<br /> Implant Attack effective only on 6's to wound.<br /> Psychic Scream has to be cast and only affects a randomly determined radius.<br /> No creature in the codex may simultaneously take a Thornstrangler Cannon (monstrous Barbed Strangler) and Heavy Venom Cannon.<br /> With a single exception, no creature in the codex may twin-link any of the afformentioned guns.<br /> Shadow in the Warp distance reduced from "unlimited" to 12 inches.<br /> Units no longer fall toward Synapse creatures.<br /> A third of the codex doubled in point cost.<br /> Units can no longer increase their stats with the exception of promoting the hive tyrant's armor.<br /> Hive Tyrant cost increased to 227% old price.<br /> Hive Tyrant has no access to Invulnerable save.<br /> Hive Tyrant has no access to 2+ save with wings.<br /> Hive Tyrant lost 25% of weapons and 75% of wargear options.<br /> Tyrant Guard cost increased to 133% old price.<br /> Tyrant Guard lost the following: -1 I, -3 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>, Implant Attack.<br /> Broodlord demoted to genestealer squad sergeant.<br /> Broodlord lost Inhuman Strength, Synapse, and <i>all</i> wargear options except Implant Attack.<br /> Tyranid Warriors lost unique weapons, twin-linked guns, 90% of wargear options, and deathspitters are no longer blasts.<br /> Tyranid Warriors cost increased to 214% old price.<br /> Lictors lost assault on arrival, Fearless, feeder tendrils, (Improved) Stealth, and <i>the ability to operate outside of Synapse range</i>.<br /> Pheromone Trail no longer works when the Lictor is not on the table and provides a +1 instead of rerolls.  Yes, this means that it won't activate until it's already too late to be useful.<br /> Lictors no longer have a cover save in the open from being invisible.<br /> Genestealers no longer have access to Extended Carapace, Feeder Tendrils, or Flesh Hooks.  I have already stated this, but it NEEDS restating.<br /> Termagants (all weapon varieties) no longer Fleet.<br /> Loss of Without Number.<br /> Spinegaunts went up a point.<br /> Termagants (fleshborers) went down a point, but lost Living Ammunition as stated previously.<br /> Hormagaunts no longer Beasts.<br /> Hormagaunts <span class="glossaryitem" onmouseover='gp(149);'>WS</span> reduced to 3.<br /> Ripper Swarms <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 5.<br /> Ripper Swarms subject to Instinctive Behaviour.  If they fail their test, they take a number of power weapon wounds equal to the amount by which they failed.<br /> Ripper Swarms <span class="glossaryitem" onmouseover='gp(149);'>WS</span> reduced to 2.<br /> Raveners <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 6.<br /> Gargoyles <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 6.<br /> Gargoyles no longer Fleet.<br /> Gargoyles Bio-plasma attack changed to "automatically causes a saveable wound on a 6 to hit in assault."  Effectively A reduced by 1.<br /> Spore Mines T and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 1.<br /> Spore Mine clusters increased in minimum deployable size (but disappear when they touch ANY friendly models).<br /> Spore Mines can no longer be remote detonated.<br /> Loss of Toxin and Bio-acid mines.<br /> Zoanthropes I reduced to 3, A reduced to 1, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> reduced to 5+/3++ (psycannons penetrate, increased vulnerability to weight of fire weapons).<br /> Zoanthropes no longer able to choose psychic powers.<br /> Zoanthropes no longer have access to Toxic Miasma.<br /> Biovores no longer have Brood Telepathy.<br /> Biovores cost increased to 115% old price.<br /> Carnifexes price increased to 188% old price.<br /> Carnifexes lost a total 17 out of 20 wargear options and 2 out of 8 weapon options, not including the loss of previous standard Thornstrangler Cannon + Heavy Venom Cannon configuration.<br /> Carnifexes now subject to Instinctive Behaviour.<br /> Carnifexes <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 7.<br /> Crushing Claws now +D3 attacks.  Still 25 points.<br /> Carnifexes no longer available as Elites.<br /> Trygons <span class="glossaryitem" onmouseover='gp(149);'>WS</span> reduced to 5, S reduced to 6, T reduced to 6, I reduced to 4, <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduced to 8.<br /> Trygons lost Invulnerable save.<br /> Trygons Subterranean Tunnels changed to Subterranean Assault.  Raveners unable to use it.  Counts as Deep Strike for arriving unit.  Only works if a unit happens to arrive from Reserve at appropriate time, cannot specifically reserve a unit inside tunnel.<br /> <br /> <br /> <b>List of ongoing rules disputes with new codex:</b><br /> <i>Instinctive Behaviour</i> is an illegible mess.<br /> Units which are subject to <span class="glossaryitem" onmouseover='gp(181);'>IB</span> act under its effects for the whole turn.  Conflicts with Synapse which states that units within range are not subject to rule.<br /> Fearless timing left out.  Units can arguably enter Synapse, leave Synapse range, and will never lose Fearless.<br /> <i>Instinctive Behaviour - Lurk</i> abusable like old Skaven artillery.  Units have to attempt to fire at an enemy if said enemy is in line of sight OR weapon range, resulting in termagants unable to move because of an enemy visible 48" away.<br /> <i>Instinctive Behaviour - Lurk</i> requires the Tyranid player to break the "no pre-measuring before announcing shooting targets" rule.<br /> Tyranid Close Combat weapons are claimed to not be useable in concert with each other, causing situations like lictors which have to <i>choose</i> whether to use their talons or claws, or units holding a Lash Whip and Bonesword and being unable to use the first.<br /> Hive Tyrant reserve bonus stacking/off-table arguments.<br /> Tyrant Guard Shieldwall rule allows a single tyrant to join "exactly as if it were an independent character."  Arguments that said tyrant counts as an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> during shooting and assault phases, resulting in tyrant guards having literally no function whatsoever.<br /> Lictor reserve bonus stacking arguments.<br /> Harpy Spore Mine Cysts rule arguments over whether or not it counts as shooting for the purposes of targetting in later phases.<br /> Venomthrope Spore Cloud grants "a 5+ cover save against <b>any</b> shooting attacks."  Emphasis added.<br /> How exactly does one obtain cover from a Hive Guard's Impaler Cannon?<br /> Can Hive Guards target units embarked in vehicles?  (the fluff dictates that the weapons penetrate vehicles and kill those inside, and the rules allow it to target any unit within range regardless of visibility)<br /> Do Hive Guards have to take Night Fighting tests?<br /> Do Tank Shocked Spore Mines explode?<br /> Spore Mines automatically move <span class="glossaryitem" onmouseover='gp(24);'>d6</span>" in a direction at the beginning of the Movement phase.  No where does it say that this replaces their movement.<br /> Spore Mines cannot fall back, go to ground, or run.  They are not Fearless, and it is unknown if they are allowed to assault.<br /> Do the Trygon Prime's Containment Spines replace the Bio-electric Pulse or augment it?<br /> Can the Mawloc target enemy units directly with its Terror from the Deep ability?<br /> What happens when you Tank Shock a Mycetic Spore?<br /> The Doom of Malan'tai's Spirit Leech is a special rule that automatically affects all enemy units within 6 inches.  Does this include units embarked on vehicles?  <b>NOBODY IS SHUTTING UP ABOUT THIS.</b><br /> Does Stubborn interact with Deathleaper's "It's after me!" special rule?<br /> Can you take cover saves against wounds caused by Brood Progenitor, Spirit Leech, or Terror from the Deep?<br /> If a Tervigon uses Onslaught, a psychic shooting attack that targets a friendly unit, how does this affect targetting for the rest of the turn?<br /> How many casualties does a Devourer have to cause for a squad to have to their break test at a penalty?  Can a single casualty be caused with a devourer, and 24 caused by deathspitters, on a squad of 100, for example?<br /> A model "counts their Initiative value as 1 until the end of the Assault phase, regardless of their actual Initiative value" if in base contact with a Lash Whip-wielding model.  Since it is not a modifier as described in the rulebook, does this affect Sweeping Advance?<br /> Lash Whips Vs. Banshee Masks.<br /> Does the Doom have an Invulnerable save?  The Warp Field rule specifically says "Zoanthropes."<br /> Does Deathleaper have Chameleonic Skin?  The Chameleonic Skin rule specifically says "Lictors."<br /> Can you roll regenerate dice for wounds that have already regenerated?<br /> Are Acid Blood tests/wounds capped at the number of wounds of the Acid Blood-holding model?<br /> Can models with wings Deep Strike?<br /> <br /> <br /> <b>Common issues with the codex:</b><br /> Still helpless against mechanized armies.<br /> Pyrovores are completely worthless.  The pyrovore is a model with a heavy flamer and a single WS3 I1 power weapon attack.  For 45 points.  With low leadership.  That needs Synapse to operate.<br /> Point costs are astronomical and Tyranid armies are easily outnumbered by <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Orks, Eldar, Tau, and even various Space Marine armies.<br /> The army is completely turned off by Jaws of the World Wolf.<br /> W3 warriors with no Eternal Warrior means that for each powerfist hit, you lose 3 wounds in combat resolution.  A powerklaw Nob on the charge can do 12 wounds worth of damage by himself.<br /> Over-reliance on psychic powers means that Imperial armies basically ignore Tyranid abilities by virtue of an abundance of Psychic Hoods.<br /> Shadow in the Warp's range is too short to be useful.<br /> Literally cannot survive against gunlines, especially <span class="glossaryitem" onmouseover='gp(69);'>IG</span>.<br /> Fleshborer/Spinefist troll on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s part pissed off a lot of horde Tyranid players.<br /> Nearly every good unit in the codex doesn't have a model (tervigon, Doom, non-Tyrant boneswords, etc).<br /> They honestly expect you to buy 4 hive tyrants to make The Swarmlord and multiple fex/trygon kits to make the W6 <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.<br /> The ability to do an entirely Deep Strike army but a complete lack of Drop Pod assault or passive reserve bonuses that don't require a lonely babysitter on the battlefield.<br /> Venom Cannons are horrible, still.<br /> <br /> </div></blockquote><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 13:24:14]]> GMT</pubDate>
				<author><![CDATA[ xttz]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ The poster of that wall of text is intentionally ignoring facts to make things sound a heck of a lot worse than they really are.  <i>Some</i> of the points are perfectly valid, but a lot of them are hyperbole.]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 19:46:14]]> GMT</pubDate>
				<author><![CDATA[ Elric of Grans]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I think the Nid codex is much more balanced and fair than most. Harder to build super armies, which is how it should be. We need more balanced codexes, fewer power codexes like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span>.]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 19:57:09]]> GMT</pubDate>
				<author><![CDATA[ Skarboy]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ The new Tyranid codex is pretty well balanced and wasn't an instant #1 power army and that is a GOOD thing. I think people that hate it are comparing it to the newer codices such as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> (and chances are <span class="glossaryitem" onmouseover='gp(10);'>BA</span> will be too) which seemed to gone a step up in the power level department. I mean when the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codices came out the number of people that flooded to those armies because of the obvious power builds was kinda discouraging. I couldn't count how many "counts as" space wolves I seen around, even chaos wolves were somewhat common!<br /> <br /> The Tyranids have both good and bad points but it ends up pretty balanced against the rest of the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe, and that is how it should be in my opinion.]]></description>
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				<pubDate><![CDATA[Thu, 11 Mar 2010 22:20:50]]> GMT</pubDate>
				<author><![CDATA[ SirRouga]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I faced Nids once with my mech Eldar army.<br /> They are less scary than I thought.<br /> Mech Eldar is still a nemesis army for Nids. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 18:39:04]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Skarboy wrote:</cite>I think the Nid codex is much more balanced and fair than most. Harder to build super armies, which is how it should be. We need more balanced codexes, fewer power codexes like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span>.</div></blockquote><br /> <br /> I agree that it's a perfectly good thing, if it wasn't following immediately on the heels of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span>.  It's not like Dark Eldar are some kind of crazy powerful army by virtue of being from a bygone era, but luckily there's not a lot of it rolling around.  Nids are badly overshadowed by the 2 books immediately preceding them, which doesn't bode well for the Nids being able to make a good accounting of themselves.<br /> <br /> Now, if some newer books (like <span class="glossaryitem" onmouseover='gp(10);'>BA</span>) manage to push the competitive meta in a different direction, Nids may gain some ground relative to the others.  I'm not sure what <span class="glossaryitem" onmouseover='gp(10);'>BA</span> could do to lower the reliance on massed transports and long-ranged fire, but the Nid book seems like it would much rather be mixing it up with Horde Orks, drop/assault Marines, Daemons, and jump-packing <span class="glossaryitem" onmouseover='gp(10);'>BA</span> rather than the Rhino and Chimera walls of current <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> builds.<br /> <br /> Mostly I'm just disappointed in how the book stacks up to the one that came out immediately before it...the Space Wolves outshoot the Nids at range, cruise around with all the transports being a fairly large pain to the Nids (or alternatively, take Land Raiders for a big pain), have some super-nasty <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements that can really tear up even good Nid fighters (short of the Swarmlord), have Psykers that can just literally throw Nids down holes (and from outside of <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> range), and have a long-range 4+ cancellation of all the new Nid psychic powers (better than a Ld10 hood and immune to Deathleaper, and it outranges all of the Nid psychic powers)...3+ cancellation if anyone shows up with Njal.  It's seriously like the guy writing the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> book was secretly looking at the Nid book and making sure that his stuff didn't get trumped by the Nids a few months later.]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 20:16:49]]> GMT</pubDate>
				<author><![CDATA[ sirisaacnuton]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ At first i thought the nid codex was quite weak and i didn't like it from a competitive playing style. But i think overall its good, if you choose the right list it can be competitive if you need it to be but overall i think its now quite a fun army to play. Sure some things could have been done differently but the overall effect is still quite appeasing.<br /> The only thing they should have worked on more is rule wording.<br /> <br /> Other than that i thought it was really well done.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 20:32:30]]> GMT</pubDate>
				<author><![CDATA[ Phish Skills]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Elric of Grans wrote:</cite>The poster of that wall of text is intentionally ignoring facts to make things sound a heck of a lot worse than they really are.  <i>Some</i> of the points are perfectly valid, but a lot of them are hyperbole.</div></blockquote><br /> <br /> That's actually being kind.  If that <span class="glossaryitem" onmouseover='gp(280);'>OP</span> really believes some of those things, they oughta to give up <span class="glossaryitem" onmouseover='gp(3);'>40K</span> and consider a career in weather forecasting.  It's a nice field for people with a habit of being wrong 50% of the time.  <br /> <br /> Regarding the codex, you'll probably find it stronger in pick-up games and other situations in which you can tune your list than in heavy tournament play.  The top tier, all-comers tourney build has been very elusive.  But if you know what you're going to face in a given game, you have some a lot of tools at your disposal.<br /> <br /> Another point is that there are many good units in the codex, but not all of them work well together.  The new army takes some practice to figure out.  <br /> <br /> Overall, I like it.  If I could make 2 or 3 minor changes to the codex, I'd absolutely love it.]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 20:43:56]]> GMT</pubDate>
				<author><![CDATA[ gorgon]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I have a mate who plays Tyranids, and loves his Carnifexes, so I just love the fact they're almost double the points! <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 21:56:47]]> GMT</pubDate>
				<author><![CDATA[ codename wolf]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ The codex and the list (the same <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>) is fine for standard and competitive play.  I think the bugs add to the rock - papers - scissors the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> tourney lists are slowly becoming.  ]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 22:04:45]]> GMT</pubDate>
				<author><![CDATA[ DarthDiggler]]></author>
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			<item>
				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>sirisaacnuton wrote:</cite>I agree that it's a perfectly good thing, if it wasn't following immediately on the heels of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span>.  It's not like Dark Eldar are some kind of crazy powerful army by virtue of being from a bygone era, but luckily there's not a lot of it rolling around.  Nids are badly overshadowed by the 2 books immediately preceding them, which doesn't bode well for the Nids being able to make a good accounting of themselves.<br /> <br /> Now, if some newer books (like <span class="glossaryitem" onmouseover='gp(10);'>BA</span>) manage to push the competitive meta in a different direction, Nids may gain some ground relative to the others.  I'm not sure what <span class="glossaryitem" onmouseover='gp(10);'>BA</span> could do to lower the reliance on massed transports and long-ranged fire, but the Nid book seems like it would much rather be mixing it up with Horde Orks, drop/assault Marines, Daemons, and jump-packing <span class="glossaryitem" onmouseover='gp(10);'>BA</span> rather than the Rhino and Chimera walls of current <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> builds.<br /> <br /> Mostly I'm just disappointed in how the book stacks up to the one that came out immediately before it...the Space Wolves outshoot the Nids at range, cruise around with all the transports being a fairly large pain to the Nids (or alternatively, take Land Raiders for a big pain), have some super-nasty <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elements that can really tear up even good Nid fighters (short of the Swarmlord), have Psykers that can just literally throw Nids down holes (and from outside of <span class="glossaryitem" onmouseover='gp(530);'>SitW</span> range), and have a long-range 4+ cancellation of all the new Nid psychic powers (better than a Ld10 hood and immune to Deathleaper, and it outranges all of the Nid psychic powers)...3+ cancellation if anyone shows up with Njal.  It's seriously like the guy writing the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> book was secretly looking at the Nid book and making sure that his stuff didn't get trumped by the Nids a few months later.</div></blockquote><br /> <br /> My hope is that more codexes follow the Nid pattern of balance rather than the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> "so easy a caveman can do it" method of power-building. Like everything else, in a few months, people will have really explored the Nid dex, found effective combinations of units, and it will be fine. I think it still is fine, and it will get better with refined lists and units. The ones complaining (rightly so) are those whose old lists were nerfed by the new codex. Sadly, that's the reality of the game, but they usually give you some new toys to play with. But you're right; if the current over-abundance of mechanized lists doesn't alter, the Nids are little out in the cold in this respect. I expect 6th Ed will probably scale vehicles back... again... so there's always that.]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 22:20:02]]> GMT</pubDate>
				<author><![CDATA[ Skarboy]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I'm liking it and not too fussed if some of the units aren't the greatest value for their points as I try to create characterful armies rather than powerful ones. However, I will never, ever field a Pyrovore (<span class="glossaryitem" onmouseover='gp(50);'>GW</span>, what were you thinking? Release a mini that costs £20 :O And then make it rubbish).]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 22:23:21]]> GMT</pubDate>
				<author><![CDATA[ Flashman]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ getting it tomarrow along with chaos sorcerer.]]></description>
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				<pubDate><![CDATA[Fri, 12 Mar 2010 22:54:30]]> GMT</pubDate>
				<author><![CDATA[ eldarbgamer13]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I think it's playable, amazingly solid, full of fluff and the new <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s are great.<br /> <br /> I also think, that unless something guarantees a tournament victory, people cry "worthless".<br /> <br /> It's my opinion that Nids act now, how they should have in the past. The book is much more dramatic, and lends to greater imagery in battles. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 04:26:56]]> GMT</pubDate>
				<author><![CDATA[ Defiler]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I have problems with a few things...<br /> <br /> I cant run a genestealer only army any more. I have a $10000 investment into a Genestealer Cult Themed army based on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and nids, and I had to break the theme because the new codex removed options I had in the past (Broodlords as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> Genestealers lost Flesh Hooks. I didn't care that Genestealers were expensive, I didnt care that I was spending 23 points a model, They are meant to be an assault-shock troop, and without access to assault grenades they just plain suck. <br /> <br /> Lictors lost a useful pheremone trail. Now I cant try and coordinate outflanks, I have to just suck it up and hope to get lucky.<br /> <br /> <br /> overall the army I play (Genestealers, ala 2nd edition) got a huge nerf that has made them practically unplayable. I mention a 10 thousand dollar investment earlier, only maybe $300 was on <span class="glossaryitem" onmouseover='gp(50);'>GW</span> models, the rest was in supplies from different companies and my labor hours calculated at minimum wage. Unacceptable, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> made a quick buck redoing a codex and screwed over an entire year of my hard work.<br /> <br /> I will be shelving this army untill the next nid codex.]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 13:32:31]]> GMT</pubDate>
				<author><![CDATA[ Demogerg]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ You knew the risks. You didn't have to buy the army. It rains, you get wet.]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 16:28:03]]> GMT</pubDate>
				<author><![CDATA[ avantgarde]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ If you're already messing with playing a Cult list that was not codex supported even last edition, just use an Alpha Warrior as a counts-as Patriarch.]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 16:51:20]]> GMT</pubDate>
				<author><![CDATA[ Aduro]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Demogerg wrote:</cite>I have problems with a few things...<br /> I cant run a genestealer only army any more. I have a $10000 investment into a Genestealer Cult Themed army based on <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and nids, and I had to break the theme because the new codex removed options I had in the past (Broodlords as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)</div></blockquote><br /> Yeah, bad luck that a 15 year old non-standard ultra-special army lost some options just to double the options for everyone else <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> <br /> Bad luck that now every Genestealer unit got cheaper, potentially bigger and can get a Brood Lord now. <br /> <br /> Good luck that my old Armorcast Malefactor (-&gt;Tervigon), Exocrine (-&gt;Tyrannofex), Harpoon gaunts, Strangleweb gaunts and 2nd edition Warriors with bone swords are legal now.  And as termagants lost their alien qualities (fleet, living ammo), I will use my old Genestealer cult miniatures &quot;counting as&quot; a termagant unit. <br /> <br /> Did you notice that the Space Hulk Broodlord is the same size as an Alpha Warrior, <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>?]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 18:09:19]]> GMT</pubDate>
				<author><![CDATA[ Kroothawk]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ I like the new dex, a little bummed at the fex losing so many options. Now all those cool heads serve little purpose.<br /> <br /> Still painting the trygon was fun <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 18:37:57]]> GMT</pubDate>
				<author><![CDATA[ Keldon_Uk]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ Rather nice, but not overly excited. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 14 Mar 2010 18:46:35]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ As a long time nids player i was pretty dissapointed.  nids got beat down with the nerf stick.  if the whole trend in 40 k is to more leathal armies which the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex seem to indicate then whoever wrote this codex is a moron. <br />   i think this dex may be the worst codex out there besides crons and crons are pretty viable by comparison.  <br />   i dont like the way they essentially used this dex to nerf popular units so bad like fex that no one in their right mind would use one, while making new units so good that no one in their right mind wouldnt use them.  trygon are so much better than fex, new gargoyle so good its sick etc.   just blatant marketting etc.  <br />   overall even the fluff that people are all stoked about seems to be written with a heavy hand.  i recently played an ork player in a tourni and the orks just mowed me down.  cheaper units.  better <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  in one melee i killed a few orks and lost every unit i charged with.  suck.  thinking about selling my nids and waiting for <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 19:54:36]]> GMT</pubDate>
				<author><![CDATA[ sennacherib]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>sennacherib wrote:</cite>As a long time nids player i was pretty dissapointed.  nids got beat down with the nerf stick.  if the whole trend in 40 k is to more leathal armies which the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex seem to indicate then whoever wrote this codex is a moron. <br />   i think this dex may be the worst codex out there besides crons and crons are pretty viable by comparison.  <br />   i dont like the way they essentially used this dex to nerf popular units so bad like fex that no one in their right mind would use one, while making new units so good that no one in their right mind wouldnt use them.  trygon are so much better than fex, new gargoyle so good its sick etc.   just blatant marketting etc.  <br />   overall even the fluff that people are all stoked about seems to be written with a heavy hand.  i recently played an ork player in a tourni and the orks just mowed me down.  cheaper units.  better <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  in one melee i killed a few orks and lost every unit i charged with.  suck.  thinking about selling my nids and waiting for <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.</div></blockquote><br />  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br /> <br /> Nids actually require thought and skill. There are no easy wins with them. If you cant handle them, youre definitely not going to like <span class="glossaryitem" onmouseover='gp(27);'>DE</span> either.]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 20:06:41]]> GMT</pubDate>
				<author><![CDATA[ Night Lords]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>Gwar! wrote:</cite><blockquote><div><cite>Locclo wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)</div></blockquote>Read the Warp Field rule very carefully.</div></blockquote><br /> <br /> You are referring to it saying "This grants a zoanthrope..." , well if you are, the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> is a surname for what it is. Read the backstory above the unit rules, it is clearly called a zoanthrope... ]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 20:37:18]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>Re:Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>gameandwatch wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite><blockquote><div><cite>Locclo wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)</div></blockquote>Read the Warp Field rule very carefully.</div></blockquote><br /> <br /> You are referring to it saying "This grants a zoanthrope..." , well if you are, the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> is a surname for what it is. Read the backstory above the unit rules, it is clearly called a zoanthrope... </div></blockquote>Fluff is not rules.]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 20:41:27]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ Oh and plenty of people use fexes now, pay attention to Shep's posts, he and I are on the same page with Carnifexes, believe me, a 2 man fex unit stock(as in no upgrades, except adrenal, and no gunz) is rediculously deadly. Hey we lost the ability to gain extra attacks with scy tal, now we have HIGHER BASE ATTACKS, and with dual scytal reroll all hits!! And now in a two man brood, wounds are spread out, oh wait, you can spread the unit footprint too!! oh, and they can get <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> from tervigons!!............<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Gwar! wrote:</cite><blockquote><div><cite>gameandwatch wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite><blockquote><div><cite>Locclo wrote:</cite><blockquote><div><cite>Gwar! wrote:</cite>Firstly: It doesn't have an Invulnerable Save</div></blockquote><br /> <br /> Since when does it not have that Invul save? Warp Field grants it a 3+ Invulnerable Save...I mean, unless you're going against <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> (Which is why my friend is just raring to fight against it, <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> one of his guns denies it its armor and that Invul save)</div></blockquote>Read the Warp Field rule very carefully.</div></blockquote><br /> <br /> You are referring to it saying "This grants a zoanthrope..." , well if you are, the <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> is a surname for what it is. Read the backstory above the unit rules, it is clearly called a zoanthrope... </div></blockquote>Fluff is not rules.</div></blockquote><br /> <br /> Try arguing that in a tournament, "Your using the Doom?, well I hope you know it has no invul save." -"Why is that"- "because it is not a zoanthrope"-" Um, yeah it is, its a unique zoanthrope with the surname <span class="glossaryitem" onmouseover='gp(419);'>DoM</span>"- "Nope, warp field only grants invuls to (zoanthropes)"........]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 20:42:37]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ <blockquote><div><cite>gameandwatch wrote:</cite>Try arguing that in a tournament, "Your using the Doom?, well I hope you know it has no invul save." -"Why is that"- "because it is not a zoanthrope"-" Um, yeah it is, its a unique zoanthrope with the surname <span class="glossaryitem" onmouseover='gp(419);'>DoM</span>"- "Nope, warp field only grants invuls to (zoanthropes)"........</div></blockquote>Firstly: If I am at a tournament, I play however the <span class="glossaryitem" onmouseover='gp(421);'>TO</span> wants to Rule it.<br /> Secondly: I would say "You do know that The <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> technically doesn't have a Invulnerable save, but you want to play it as though he did?"<br /> <br /> Also, if you want to claim that a <span class="glossaryitem" onmouseover='gp(419);'>DoM</span> is a Zoanthrope, then I can claim Vulkan He'Stan is a Master of the Forge and allows Dreads as <span class="glossaryitem" onmouseover='gp(57);'>HS</span>. ]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 21:04:10]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ THat would be fine with me, actually, I wouldnt care. Vulkan is a bit <span class="glossaryitem" onmouseover='gp(280);'>op</span>, but I odnt mind interpretations as long as they are discussed beforehand.]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 21:58:11]]> GMT</pubDate>
				<author><![CDATA[ gameandwatch]]></author>
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				<title>Opinion on new `nid codex</title>
				<description><![CDATA[ i got it, read through, and said aloud, "Do not want!"]]></description>
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				<pubDate><![CDATA[Tue, 16 Mar 2010 22:45:28]]> GMT</pubDate>
				<author><![CDATA[ eldarbgamer13]]></author>
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