It seems that playtest rules are coming out of the woodwork, and these ones are really starting to give us some idea to what a new Tyranid codex might look like. Its just too bad that we are not closer to the codex release.


Please remember that these are playtest rumors, and that while playtesting rules give us some insight as to the direction of the codex, most get altered, changed, or dropped in the final product.

via an anonymous source (anonymous for obvious reasons)
FoC manipulation and "new" deployment options are based on the various stages and methods of a Tyranid invasion. The design goal is to be able to represent in a viable manner things like stealthy vanguard forces, huge waves of little gribblies, the sheer brute force of monstrous creatures in the final stages of invasions, surprise forces coming from underground and the sky, and so on. Pretty exciting to know that someone in charge acknowledges that Tyranids are multi-faceted.

Further details that the others did not mention:
- A lot of flexibility in the form of army composition. As opposed to the very mutable stats of units and weapons of the old codex, which caused a lot of headaches for opponents.
- Hive Tyrants are the main source of FOC manipulation. The idea is that they can specialize the scoring elements of the army.... but you have to pay for it.
- Reserve manipulation is a very strong theme in the codex. These options are more numerous and reliable than in the current codex. And that's because...
- Mycetic Spores have expanded rules for ease of use. This includes MC broods.
- Trygon tunnels are also greatly expanded. Raveners have additional synergy with the tunnels. Even Monstrous Creatures can use them but with a penalty.
- More outflanking options. Various ideas are being thrown around on the topic of protecting Genestealers and especially Lictors from being shot to pieces when they appear.

And the most important rule that is being tested...
Synapse offering protection from Instant Death in a brand new way. Right now this is being tested only on creatures that have the Synapse rule (not within the aura): Wounds that trigger ID can instead be rolled to either cause 1 Wound, 2 Wounds, or ID. The designers have mentioned that multi wound models are problematic in the ruleset and doubly for for Tyranids who have many such units, yet because of the abundance of S8 and above weapons they cannot rely on them.

25 Comments:

  1. Sounds like they are listening to what Nid players are asking for, variety.

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    1. I think some would take that as "wishlisting" but you never know. Far too early to tell.

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    2. Yes, i think the designers do read these forums for ideas.. They know that the most enthusiastic players are not stupid, but have valuable ideas on how to improve the game.

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    3. Wishlisting makes some sense, though: at this stage in playtesting, with the codex something like a year off, you can throw anything you want at it and see how it works. While I would think a couple of these ideas will make the cut, I'm guessing the vast majority won't.

      Fixing how the Lictor comes out of reserve would be a good start though.

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    4. I can see 1st turn deep strikes in my crystal ball.

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    5. This could be likely for Lictors and the possibility could extend to Genestealers - the idea behind them being that they have been at the target planet for some time before the actual hive fleet arrives.

      And given that Lictors (in current rules at least) give a +1 to reserve rolls, I would say that deep striking could very easily happen in the second turn of the game.

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  2. I'm gonna predict a lot of that probably won't happen just because I think nids are still far away.

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  3. Assuming the rumor is accurate with regards to being in the playtesting stage, how long has it traditionally taken to get from this point to being on shelves?

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    1. In the past that ment 4-6 months, but those rules are out the window so I'm going to say up to a year.

      personally I would like to see rather then ID units in synapse they take a flet 2 wounds.

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  4. I really like the bit about synergy between raveners and trygon tunnels. The subterranean assault squad is a mandatory apoc formation when I get the big games going, would love to see something similar.

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  5. Nice picture, sounds good but its a long way off.

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  6. Gotta admit, not super confident with what I'm hearing. Most of it sounds... all right, but not the breath of fresh air I'd been hoping for. Especially bothering me is the bit-
    "Hive Tyrants are the main source of FOC manipulation. The idea is that they can specialize the scoring elements of the army.... but you have to pay for it."
    Seriously? Make nids the same as every other darn army nowadays? 'This HQ change lets you take these as troops', feh.
    They need something to really shake things up, -especially with the overcrowded elites section. Elite carnifexen make that particular problem worse as well, not better. What I'd like to see are things along the lines of, let things that are synergistic, or morphologically similar, bring in other units. So say, maybe for every brood of zoanthropes you take, you can also take a venomthrope free of force org restrictions, or maybe you take the venomthrope as an addon to a brood of some sort. Pyrovores would be a bit more attractive if you could take them as an add in to a brood of gants or something (and really, lowered the points cost).

    I think there are a lot more creative solutions than the standard 'Oh, this commander lets you take these as troops' approach.

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  7. Well, traditionally, only a hive tyrant was really an HQ choice for nids and I appreciate that, having played nids since 2nd.

    For starters, it makes sense fluff wise as the tyrants were equivalent to a space marine commander in terms of roll. Other options should be available like perhaps sticking with the prime, maybe a brood lord thrown in and such but as far as Tyranid tactics, it began and ended with the tyrant. See fluff such as the battle for iyanden where the death of the tyrant messed the coordination and such up.

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  8. I would love to see rules similar to what VonCrown seems to desire. The ability to take combination squads would really make tyranids unique (e.g. a venomthrope, a hive guard and several Ymgarl genestealers forming an Elite slot). I do however like the idea of synergy between trygons and ravenors, it just makes sense. Also having an array of deployment options sounds very nid like. Whether wishlisting or not, I do hope the final product has more viable elements. I bought two of those near useless pyrovores when they came out, and was sorely disappointed by their performance. I would like to bring them out again and have them perform, but they just die too easy. I don't want to see oversight units like that again. Hopefully they take their time and really think through each unit carefully.

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  9. I've got to be honest here I find it funny that they acknowledge the problem with the multi-wound bugs & all the S8 weapons, when they've just released the daemon codex with the very same problem.

    As any bug player will tell a 2W model that can't be ID by a S8 weapon is better then a 3W model that can.
    Keep up the good work your doing here mate.
    So as a bug player I'm happy that something is happen with them,but any new dex is I would guess a year away.

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    1. Well there's what? Two Daemon units that get ID'd by s8, and they're just fast assault units too. The problem in Tyranids that they're talking about is that you NEED to be able to rely on your Warriors, because they give Synapse, however you really can't because of them getting doubled out (and with no save).

      So while it's true that they're talking about a problem that they just made another codex have in part, in the current iteration they seem okay with things like Raveners still having t4 3w problems, because it says JUST the bugs that HAVE synapse, not the ones effected.

      I personally just hope that Tyranids can get some t7 or even t8 big bugs. I'm sorry but the race famous for evolution, being the pinnacle of biological manipulation incarnate can't make better than t6, but a Haemonculus can sit down in his basement and mass produce it... Something never sat right with that for me. Not to mention it would lessen the damage of Missile Spam against Tyranids, and that's something I'm all for.

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    2. To be accurate there are 9 different multiwound Daemon units that have T4 or less without EW. Fe
      From HQ Elite FA and HS

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  10. This sounds great! As an avid bug player, I am very hopeful that this is accurate!

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  11. Have been looking at nids for a while now, and if some of this comes to pass it will make me very happy

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  12. This sounds interesting. I'm looking forward to seeing more.

    Also in that picture, who's holding that lasgun that's shooting the gaunt on the left? It's just floating there, shooting ha. Still, nice art.

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    1. If you click on the picture and look closely, you can see that it's the heavy bolter that's shooting. What initially appears to be shooting is the bayonet attached to the lasgun that the guardsman is holding, but once you really look at it, you can see that it is the heavy bolter.

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    2. The gaunt on the far left that's head level with the sentinels cannon, where the lasgun is right under its chin shooting into its neck. Its floating behind the guy to the left of the bolter and the guy who looks like hes manning a bolter himself. His arm is too lax for the gun to be in that position, unless he is holding it by the rear of the stock. Not the one with the bayonet poking the muzzle flash from the bolter.

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  13. As a nid player (go xenos!) this stuff sounds good.

    If they want to help out the lictor - let them appear kind of like the callidus assassin does. This represents the fact they can kill right out of reserve - BUT - they do not lock a unit in combat (as assaulting out of reserve is a big no in 6th).

    Oh, and they need to be cheaper... heh.

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