There is a wonderful sound to this set of rumors. I am speaking of the terms used in this set, "Every Unit Viable. Every Unit Desirable". Phrases like this being used as a design parameter (figurative of course) are always some of the best things to hear from close sources. Grab some morning coffee, and sit down and enjoy this set, as its a great start to the day.


Please remember that these are rumors, and are more specifically playtesting bits.

via a strong anonymous source
Some more specifics on tyranid playtest.

Carnifexes are in the elite and heavy support sections (but have different options)

While broods are the same base cost as the current dex, additional gaunts are dirt cheap. So if you want to horde it up, you can.

Rippers are cheaper.

Ability to build around "free" units coming in from reserve throughout the game (from different sources, but it's the same special rule), but they do not score.

Can go the other route and bugzilla it up and have all (including scoring) monstrous creatures.

The goal is to go mass or massive or anything in between.

The big text on the design board (figuratively speaking) is "Every Unit Viable. Every unit desirable."

And on the topic of evolutions - these are just upgrades and options that can make a bug very finite in it's role, but awesome at it. Not mid game changes. Only one special creature can do that.

39 Comments:

  1. Regarding "free" units - are they reinventing the "Without Number" rule from the 4th edition codex?

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    1. I think it's pretty much in the same line as Chaos Daemons, where you can summon additional models/units at no cost. Though I think it will be much more stable at Tyranids.

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    2. i dought it
      prob more like a nother tervigon
      maybe something that births carnifexes :D

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    3. Eh, it really irks me that GW are doing that free unit fee in the current Codices/Army Books. It feels like they are trying to sell more minis, rather than a fluff thing.

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    4. I've always seen Tyranids as the most menacing race in the 40K universe. The fact that they overwhelm you with numbers would be nicely implemented with a constant stream of units coming from reserve for free. I hope that's what they do with the new codex. I'd love to see a truly terrifying Tyranid army that poses a real challenge for my Tau. I don't own them, but I love the concept behind the bugs.

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  2. Still way early in the process, but as long as they keep Cruddace far, far away from it, I'm happy.

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    1. as if he was the only one that f...s up dexes -.-

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    2. You again?

      No, he isn't, but at least the other folks at least know something about the armies they're writing about. Or if they aren't good at pointing the armies, they at least make the fluff entertaining so you can imagine your army's good.

      Tyranid fluff? They get out-evolved by Tau, annihilated by Necrons, etc, etc. You read through the fluff parts of the codex, and you'd think this army was just a mass of animals that are annoying, but not really a threat to much of anyone provided they're paying attention.

      And seriously: be less combative. I realize this is the internet, but come on Warlord22: you have yet to say anything constructive. Every single one of your posts has either been negative or an attack on someone else's point of view.

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    3. Bottom line Warlord...Cruddace is the worst codex writer GW employs. He doesn't "get" 40k, doesn't understand how the game plays. How else do you explain writing two codices that are assault focused with primarily weak troops and NO assault grenades? How do explain making a fast AV 10 skimmer where its gun is a HEAVY WEAPON fired by the embarked crew so it can't move and fire. Lastly at Adepticon last year 2 of his 3 books had a zero showing (sisters and nids). No other books had zero showing. So yeah, as Mike said, as long as Cruddace doesn't have anything to do with this book I will be stoked.

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    4. In Cruddace's defense, Nids are one of the top tourney armies right now, and the Chaos Daemon book was co-written with Phil Kelly, so we don't know who f'ed up the Burning Chariot. As for the "no assault grenades" thing, I have no issue with it as it brings a bit a external balance to the book (Daemons are extremely nasty in assualt as it is.

      Not so great about Cruddace is his tendacy to create totally useless units, or units that compare so unfavorably to other units in the same FOC category as to never be used. Maybe having co-writers on these books is the way to go, because I'm loving Chaos Daemons right now.

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    5. I think that has more to do with the players than the codex. And I won't say there's nothing good in the codex: Tervigons are pretty neat, Venomthropes are entertaining to use, but since 4th edition (they were WAY overpowered in 3rd), they've been a finesse army.

      In addition to this, 'nids call more to the hobbiest than the win-at-all-costs gamers. Older dudes such as myself, for example, who have been playing games like this forever, and rely more on strategy and tactics than a deathstar or super-unit.

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    6. Tyranids and finesse do not belong in the same sentence. They are not a finesse army, they are pure horde, and I hate using anecdotal evidence, but people in my hobby group are doing very good with them, and they are tournament players, regularly play in GTs, and aren't afraid to WAAC it up. Competitive play is the name of the game.

      But I digress. Nids are not finesse. Eldar are finesse, and I find it absolutely dumb that rumors are dropping of Nids, when Eldar are STILL using a 4th Ed codex. Here's hoping Tau, Eldar, and Orks release so we can wipe the floor with bug juice.

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    7. Nids are most certainly a finesse army, my nids army that I run is 56 models at 2000 Pts. 60 if you count spores, I actually find their ripper tentacles quite handy so ill count them. 60 models compared to running my orks at around 150 models sometimes 180ish for 2k Pts. If you are getting knocked around by a Nid horde list then you've got another thing coming when someone puts a finesse list on ya.

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    8. -and knows how to play it.

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  3. The big text on the design board (figuratively speaking) is "Every Unit Viable. Every unit desirable."

    Now that's what I want to see.

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    1. ^ this!
      Thats what I'm hoping for with Tau. I'm not looking for op. I just want viable options. Why take vespid when you have piranhas or pathfinders. Why take aun va when you have...well, any other hq.
      Definetly looks like GW is going in the right direction. I love what they have put out so far for 6th

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    2. So far no 6th codex has this concept of all units desirable. I am not a nid player, but I'd like to see a book with "all units usable". I would be impressed if that happened.

      Then i would be terrified of nids.

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  4. That makes me want to collect nids actually. A horde is great, but a whole army of monstrous gribblies makes me eager to play. Well, play and buy a bucket full of green stuff and clear resin

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  5. I'd really be bummed if they started to separate gaunts into scoring and non scoring based on wether they were spawned in game or not. Other than that, this codex sounds like its getting a lot of attention and I love the sound of that.

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  6. I wish they'd had that same ruddy logo up for Daemons.

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    1. They probably did, but they'd already made screamers and flamers desirable and sold enough of them, and decided to boost sales of every other model in the codex by nerfing them to f***.

      BTW, I would like to say that I don't have any screamers or flamers, but I was going to get them when they became more balanced.


      On topic, I'm glad that Tyranids are getting a decent codex. Maybe that will stop all the 'nid players incessant moaning that their codex is unplayable, or rubbish, or not competitive, or... (insert generic complaint here).

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    2. I'm still trying to find the Nid player that refers to the codex as unplayable or uncompetitive. The consensus for most Nid players is that the codex contains a large amount of unplayable units, units not represented with models and a very limited number of builds. In addition they have plugged up focs caused partially by mandatory units. The ONLY thing keeping tyranids in the game right now is biomancy.

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    3. Pretty much everything Da Kwodd said. I love my 'nids, and I've only lost twice with them and that's when I made really bizarre choices in my list (on purpose). The problem is that outside a few units, the vast majority of units are overcosted or plain useless.

      Tervigon and Trygon? Awesome. Pyrovore and Rippers? Not so much.

      And like Da Kwodd says, in two editions we've gotten a whopping three new models. Three quarters of the units in the new codex are finecast, 3rd edition models, or simply non-existent.

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  7. I would have figured that that would have been the motto for all codexes, but Mandrakes from the Dark Eldar 'dex is proof it isn't

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  8. I'd love to see PoM get a survivability buff, even a +1 toughness would be cool, actually a fun hq to field if you are running an apoc game or dfoc.

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  9. Bugs, yes! Can't wait! And please make my Fexes cheaper, pyrovores viable, and the Harpy a little more durable! Primes in sPods, please, and if they make Hormagants beasts? Good night! My last little wish list is to allow Genesteelers to be able to assault form reserve, or get grenades or something. It is a shame they are so flimsy this edition.

    But enough wish-listing, now to be patient and enjoy the codex we have until then!

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    1. Genestealers needed to be nerfed. In 5th edition, anything assaulting from outflanking was absolutely stupidly broken.

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    2. Not broken, it was the only way to use them and force the opponent to deploy defensively. Although in Hammer and anvil in 6th, outflanking assaulting units would be game beaking, but this could have been solved by making better deployment options,and not by nerfing the ONLY usable ability of a unit that is Assault centric but lack grenades, dies horribily to bolter fire and costs an arm and a leg. Tyranids got a boost with GMC and biomancy, but that's all. There are mandatory auto include units, and very few builds...

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    3. Welcome to every other army in 40k. Stop complaining.

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    4. No, it's really just Tyranids who have a codex so full of useless models and a horrific FOC. In case you haven't noticed, absolutely no one echoes your sentiments...

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    5. But the point is that Genestealers are now largely useless, beyond Ymargl and the 4 GS with a brood lord to roll the dice on biomancy and hope you don't get 2 shooting powers. The unit would at least have one usable build if the broodlord could cast beam or nova powers even tnough its bs0

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    6. Aaron Clueless, Genestealers were one of the few good Tyranid units in 5th ed, and 6th ed made them garbage. They aren't fielded in competitive lists any more, because 6th ed made them garbage.

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  10. Just when the codex gets plausible and playable and downright enjoyable, they're going to cock it up again. I full imagine Tevigons and tyrannofexes to be near on unplayable after this.

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    1. But it's not "plausible" and "playable." It has about 2 good units; 1 halfway decent, but easy to disrupt build; the messiest FO chart, and more units without models than any other book. Absolutely anything would be an improvement.

      I imagine this mess is why their book may hit shelves before even Eldar. Age isn't as important as unit playability, diversity, and model representation. No codex has that worse than Tyranids.

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    2. Oh, and the Tyrannofex has been unplayable since the codex dropped.

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    3. Easily disrupted I think is an important point not a lot of people bring up about the competitive bug armies out there. If you pull the right threads they fall apart.

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    4. @Da Kwodd: as I have to face a number of very good Nid players on a regular basis, I'd love to know what thost "threads" are you speak about pulling...

      :-)

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    5. Venomthropes, zoanthrope buff squads, try and ground flyrants, even if it has iron arm on it with t9 a lowly grot can shoot it out of the sky. Anything that is casting endurance on another model try and cut that off at the source. Obviously the loss of a tervigon is pretty devastating especially with the chain reaction it has on nearby gaunts, pick off the one that doesn't have shiny biomancy effects on it. Old adversary is a tyrant ability that should make the target on its back even bigger. A good general will try not to allow you those options but more often than not will leave doors open by trying to over stretch synergy effects. Stopping synapse is the most obvious. Really depends on what army you have in the fight, my brother plays a salamander army with 5 pods and that first turn is usually pretty scary for me. Dropping 3 pods in my zone first turn with twin lined flamers and meltas while half my army sits in reserve. Nids really gain momentum so don't hold back and give your opponent 3 turns to spawn termagaunts before you step up and fight them. I don't want to sell out my fellow swarms too much so I hope that helps.

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