Tyranids are currently being playtested, which means that the rules and ideas being thrown out will change, be altered, dropped completely, and in most cases not look like they do now. Still we have not seen anything specific, and I would imagine that we will not for a while.


There are no specific playtest rules here, which is fine, because its more important at this stage to see the direction that the codex is headed rather than specific rules. (although specifics are always fun and exciting to see).

Please remember that these are ideas that are being tested currently, and that it is still early as we do not expect tyranids until next year sometime. However this set does answer some questions that we still have, like dedicated transports, FoC changes or not, and some very cool ideas like Evolving your bugs for specific battlefield roles.

via a source that must remain anonymous (for obvious reasons)

Tyranids are still being playtested.

Some royal court type stuff with warrior primes.

Point reduction on the little bugs.

Some interesting FoC rearranges.

Several new bugs (not all will make it).

The ability to tailor make your bugs and "evolve them" into being very specific, or keep them cheap and generalized.

Better ways to help close with the enemy.

Feels very "overwhelming" to play against them.

No new transport options, but a couple new deployment options.

24 Comments:

  1. Sounds like they're debating a return to some of the ideas in 3rd, with the mutants. Hive Node would be nice!

    Glad they're at least playtesting it this time.

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    1. hive node was kind of silly and made synapse sorta pointless

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    2. More pointless than rippers that die when they're not under synapse? I just think it would be cool to be able to field gobs of gants without a ton of Warriors.

      Keep in mind I have 13k of Tyranids - it would be nice if more than a quarter of those units were useful.

      And I want a mycetic spore model, dammit.

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    3. I just want the special rule that you fall back to the closest Synapse creature instead of the board edge. Always thought that was one of the coolest rules.

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    4. You don't like the mega bloks dragon meteor mike?

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  2. Sounds interesting. There is not much room to reduce the points cost of "little bugs" (to which I presume gaunts) as they are pretty cheap already unless they mean rippers which would make them more attractive to use.

    Personally I would like to see Pyrovores made into beasts, and then they could be possibly be placed into fast attack. I think being beasts would make them a lot more effective than they currently are.

    I am intrigued by the new "deployment options" as well as "better ways to get up close".

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  3. BS4+ on broodlords = codex fixed!

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  4. The Tyranid player in my group uses less models in his army than I use in my Tau army. He laments the fact that he can't effectively use a horde army because it's all about the MCs. This rumour sounds very nice (for him; it terrifies me!).

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    Replies
    1. Horde armies are very viable simply through target saturation. I run a list with over 100 gants + gaunts at 1250 points. Plus the ubiquitous tervigons and zoanthropes. It does very well. My meta is elite orientated though so against a decent guard or ork army it may suffer but every army has its weaknesses.

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  5. Sounds like a definite hybrid revisit of the previous two books. I like that they are returning to the tailored bugs, I went from loving warriors with their tailored feel, to hating them overly expensive try and do everything warriors of this book.

    Maybe a return of the Elite-fex? Not that there is lots of room for him with so many other elites.

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    1. I liked it when cheap 'fexes were elites and pricey were heavy. Combine that with broods and termagant/tervigon troop combos for a true nid-zilla army!

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  6. I just pray that the new dex makes Tervigons decent but not the auto-iest of the auto includes for all of 40k that they are now. Keeping them HQ would be great. I would love to see many of the neat units become viable again so we can see armies that don't just use the same 4 units.

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  7. I'd love to see more of the tervigon-style spawning MCs. A buff for hormagaunts and a MC which spawns them, etc etc.

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    1. Hormagaunts are the only 'nids that breed, though. Maybe have hatching "egg clusters" that could deepstrike in?

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    2. I'd like to see upgrades for the tervigon that could allow you to spawn hormagaunts or gargoyles.

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  8. So........4th Ed nids my be back :D

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  9. All i want is my stealer cult back. They do that and i will drop a 1000$.

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  10. Fix the carnifex (and O1E), buff warriors to T5 and give an overall point reduction to everything. Done. Everything else is just window dressing.
    Oh, and do something about the pyrovore, useless pile of junk that it is.

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  11. hahaha GW and playesting.

    that is a myth right?

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  12. Sounds promising. I like the idea of playing against them feeling tense. Anything that brings a sense of immediacy to the game really ads to the atmosphere.

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  13. The FO is just a mess in the current book. All the good units crammed into two slots, too many 1-3 squad size broods in what's supposed to be the hordiest army of all, and way too many self-defeating units. Pyrovores should just be like a squad that can break up and attach to other broods. Add a heavy flamer to a squad of Warriors? Yes please.

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    Replies
    1. I think you got a very valid point here. If I were to push it a bit further I d say that Nids, like IG, should have a 'platoon' kind troop system. A mix of most fleet trop into one big squad.
      Could include pyro, warrior, etc into a gaunt squad, etc... with a system of: for every 10 gaunt you get one elite choice in it to a max of 30 gaunt within a unit.
      thats just top of my head, but that way we ll really get the swarm feeling.

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  14. Yeah, I think what would be great for 'nids is if they could have ways to stick some of the supportier units in with other broods, like taking venomthropes as an upgrade to some other brood, instead of using an elite slot on them.
    As it is, there's so many unit's I'd like to use, but I just can't see them making the list simply because they're elites and those slots are tied up with hive guard/zoanthropes/ymgarls.

    And, amazed no one has mentioned it, lictors assaulting the turn they come in. I mean seriously.

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  15. The most important thing is to fix the T4 models, give us a reason to field those 75% of the codex that has been shelved since 5th ed came out.
    I would also love if swarm armies (outside Tervigons + Termagants) was made viable.
    Just kill the Pyrovore. It's a joke and I can't stand it.
    Fixing the stupidity of Jaws of the World Wolf killing 300 point models with a failed I test would go a long way to balance the matchup against Space Wolves.

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