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An Overview of the Tyranid Codex


One of our readers through a shipping error received his book a few days early, and has spent some time with it. He also was gracious enough enough to give us some of the highlights, or things that jumped out at him. So check these out, we are only a few hours away from getting our new Tyranid Codex


This is an early reader review of the new Tyranid Codex.

via an anonymous reader with the codex on Faeit 212
I think the biggest thing I like about the new codex is the versatility. You can go swarm or Nidzilla and both seem viable.

I have not gotten to read any of the Fluff, but theres ALOOOt of cool artwork, and lots of pics of models
The new kits are pretty decent:
The Harpy
WS 3 BS 3 S5 T 5 W 5 I 5 A 3 LD 10 4+ ,     points, Fast attack
Comes with a  a twin linked stanglethorn cannon: 36" S 6 AP 5, Large Blast, Pinning
or a TL heavy venom cannon(+5 pts):   36" St 9 AP 4 Assault 1, Blast

The Hive Crone
WS 3 BS 3 S 5 T 5 W 5 I 5 A 3 LD 10 SV 4+     , Fast Attack
Comes with Drool cannon : Template, s 6 AP 4, Assault 1
may also take
Stinger Salvo (10pts)  18" s 5 AP 4 Assault 4
or Cluster Spines (15 pts)  18" S 5  AP - Assault 1, Large Blast
st 8 vector strike
tentaclids are the missles. you get 4, shots made with them against zooming flyers or swooping FMC it re rolls failed to hit roll.  36" range s 5 ap 5, assault 1, haywire

 The exocrine's BS raises from 3 to 4 if it doesn't move during the same turn, however it cannot assault that turn as well.
statline is WS 3 BS 3 S 6 T 6 W 5 I 3 A 3 Ld 7 SV 3+      pts, Heavy support slot
it's gun has two firing modes:
blast= 24" , s7, AP 2, asault 1, large blast
streams = 24", 27, AP 2, Assault 6

The haruspex is a beast in close combat, stats are ws 3 bs 3 s 6 t 6 w 5 i 3 a 3 ld 7 3+ sv , 160 pts, Elite slot
it gets one wound back if it causes at least one wound in combat, it also gains an immediate attack for each wound it causes, not counting hammer of wrath.

Some of the most significant points drops are Carnifexes, which are now       points, and tyrannofex is now      pts, same stats, its guns now upgrades, the s10 gun is only 35 more points.

The hive tyrant's special abilities are also changed

other misc:
models with fleshhooks or spine banks take no penalty for charging through difficult terrain , and can be fired as a ranged weapon (assault 2, 6 inch range, st user for hooks. 8 inch range, s3, assault 1 blast for banks)

Ymargl Genestealers and parsite of Morax are GONE

The red terror is an upgrade to a ravener squad,    points. special ability "swallow whole" : if at least 4 of his attacks hit in one phase is now you then may attempt to eat an infantry, jet or jump infantry unit in base contact. nominate one model i base contact, they must take an invulnerable save (if it has one) or instantly be removed as a casualty. you can now declare you're using this after you roll your to hits.
WS 6 BS 3 s 5 t 5 w 3 i 5 a 4 ld 8 4
two pairs of talons
and
a tail biomorph "prehensile pincer"  +1 attack at s6  AP 5
according to tail biomophs these attacks are resolved seperately from other CC attacks and are not effected by other melee weapons, biomoprs, upgrades, or special rules

Venomthropes gives everyone unit 6" away shrouded and are now    points. same stat line except bs 3 instead of 4.

Lictors and Deathleapers (which can now be taken as HQ's) got infiltrate and very bulky.
Deathleapers are now     pts ( down 10)
same stats
"its after me"
nominate one character at beginning of game, roll a d3, while leaper is alive their ldr is reduced by that much (idk if its the same as las ed)
"where is it" enemies can only fire snap shots when shooting at it !

crushing claws give +1 S, AP 2, armourbane, unwieldy

An interesting "designer note" (verbatim from the book): tyranid melee weapons come as pairs. for game purposes, each pair is treated as a single melee weapon. this means that nid models must fight with two pairs of any tyranid melee weapon to gain a bonus attack in close combat for fighting with two weapons.
for example, a hormagunt armed wit ha single pair of scything talons does not gain a bonus attack, but a ravener with two pairs of scything talons, or a genestealer with a pair of rending claws and a pair of scything talons, does.


sorry if its all over the place, but its some of the initial things that caught my attention.

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233 Comments

  1. Hive Crone isn't as bad as reported, and Haruspex sounds like the ultimate tarpit

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    1. How is the Hive Crone not bad???

      You do realize bolter fire would have no issues killing it right?? Considering its our ONLY anti air it say its pretty damn bad at what it's supposed to do.

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    2. My main problem with the crone is that the Quad gun will wound it on 2's with no armor save.

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    3. All bolter shots are snap-fire (can't think of a bolter with skyfire) so if enough fire at that single target then there's a chance it might go down, but all your other units are free.

      I'm beginning to see now what people were talking about when they said prioritising targets was gonna be an issue when fighting against the nids (",)

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    4. Jink, fly off the board, give it regen (if the option is available), cast FNP, find the opp force something else to shoot at, find some cover; it has five wounds, it will last at least two turns (with bad rolls) for you to wound something with it, just work on your tactics.

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    5. @Sam not if missilesides with skyfire upgrade or riptide with heavy burst shoot it it will die in 1 turn you will probably only need 2 missilesides to kill it.

      and i'm not sure about the new SM AA vehicles the multishot one may not have issues with a crone or 2 as well.

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    6. Still rather take goyles or shrikes.

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    7. Well, I play Tau and i will have No problems dealing with nids... I ally farsight enclave just to get one riptide with the heavy burst cannon with earth cast pilot array, nova charging 12 shots rending with sky fire and ap4... I could careless of crone or the Harpy I also have 2 other riptides with ion accelerators with S.F. and early warning.. followed by 6 Missleside with 6 missle drones.. 40 fire warriors 20 kroot with sniper rounds and a ethereal with a BUFFED Commander P.E.C. M.S. Command and control node ect.... This is a pretty strong tau list that no one likes to face.. Smart missle on all the riptides with ripple fire alone pumping out 8 shots twinlinked S.M.S. will get rid of harpys and Hive crones very quickly... Heavy burst cannon is there to deal with flyrants as well ( I Also own a NID army too BTW) and missilesides can pretty much destroy about everything on the board thats not AV14..lol Fire warriors with an ethereal alone triple fire at 15" and the Kroot.. Yeeeeeaaaaa SNIPE SNIPE SNIPE...!!!!!

      My point is no matter how many targets you have against tau, they have as much fire power for all the creatures.. keeping in my tau's average weapon strength is 5!!!! that's huge against Tyranids.... I am not dissing NIDS as I also DO PLAY THEM AS WEll and i wanna see the models.. but having the knowledge of both armies can also help you defeat them as well...

      I will be getting my codex early today around 5 pst my teammate and i will be play testing a 2250 with proxies (for the new models of course) but he has over 6000 points of nids and i have about 5k of tau. We will be plaing to analyze what the goods and bads are for NIDS....



      Tyranids is also my MAIN ARMY...!! lol

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    8. @ Drayke As it's too early to assume this without the codex in hand, I hope (based on my previous statement) that with the reduced point cost of the army as a whole (and a possible FOC change due to no allies), that we can field a larger variety of scary units for the tau and SM to shoot at (possibly a brood or two of Carnifexes, a T-fex, maybe a 2nd Trygon). The point is, it's either a distraction for the foot slog or it's serving it's role as anti-air, the Crone is highly specialized, and would only justify itself if the opposing force spends the points to counter it.

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    9. sorry for the few typo error's as i'm speed typing at work....LOL

      my-*mind

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    10. I think Gargoyles are going to see a drop in use with the changes to Blinding Venom. I played a practice game yesterday with 4 Flyrants, 3 Mawlocs, 120 Termagants, and 8 Warriors, and actually did very well against a Tau list (with no riptides, mind you).

      Later today I'm going to try another list with 4 Flyrants (staple unit), 3 harpies with the HVC, and however many carnifex with HVC I can fit in. I'm hoping that now that they've lost the -1 on the damage table they'll be more effective at anti-armor.

      And for tournaments, field the void shield relay with three shields and one pipe section. Put 150 Termagants in the shield, behind the pipe along with three venomthropes in the back, and smile as you break the game.

      Until you hit an army with many blast weapons. But that's what Mawlocs are for, right?

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    11. Hunchkrot- Ripitde hater..haha JK :) yea i like the exocrines for what they do and th AP2 and yes Swarm galore I heard MAwlocs will be awesome... and yes Hopefully poping 2 of those Str 7 AP2 plates should drive my damn Broodsides NUTS.. chase the riptides with flyrants.. I'm so glad hive tyrants have B.S. 4 again...!!! ;) DAKKKKKKKKKAAAAAA

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    12. Crone sucks. Quad gun interceptor fire alone is almost guaranteed to knock four wounds off it. Then it's dead with a failed grounded test. Before anything else gets to shoot at it and before it gets to do anything.

      Tyranids can't reliably give anything feel no pain anymore so our main way to make our units survivable is gone forever.

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    13. Also the flying monsterous creatures can still be shot down just like the flyrant. I didnt see any special rules saying that they cant

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    14. Yeah there was rumours that the harpies couldn't be grounded which would have been awesome.

      But tyranids are literally not allowed anything good. What a joke.

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    15. Overall i am very disappointed with the new tyranid codex, probably the worst of the 6th ed releases so far. There is nothing in the book that is really all that outstanding

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    16. yes, the new flyers aren't the most durable, but the crone is only 155 pts and the harpy is 120pts

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    17. That aside, the fact that the crone is the ONLY effective way to combat flyers and if you are against tau can get markerlighted out of the sky, its still a pretty shitty 120/155 use of points. the new codex is at best just a polished turd

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    18. 120 points. Dies to a 50 point quad gun in one. Woo balance.

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    19. Tim you do realize it has 5 wounds right? And the quad gun has 4 shots?

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    20. Tim you do realize it has 5 wounds right? And the quad gun has 4 shots?

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    21. Doesn'a 250 point Land Raider die to a 10 point melta-gun? How about a 150 point commander to a 10 point missile launcher?

      You guys are just being silly. Everything can be instantly killed by something cheaper than it. Playing the game is not allowing that to happen.

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    22. Yeah, a riptide may be able to one hit a crone, but if you're a half decent nid player make him rethink it by making sure there is a fuck huge horde behind your crone. And another strategy would be to avoid one of the most op models in existence...

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    23. That is such a horrible analogy.
      A melta gun is not taken by itself, it must be bought for a model, which is part of a unit.
      A melta gun has to be within 6" to be effective.
      If the melta gun doesn't work, it will usually die and never get a second chance.
      The Quad gun needs a model, but the rest of the unit can do something else
      The quad gun has a huge range, so can hit the FMC pretty much every turn
      If the Quad gun doesn't kill it this turn, and can just finish the job next turn, and the next turn, and the next...

      The quad gun really doesn't have a good chance of downing it in one turn. the problem is the quad gun is cheap, and can shoot at it pretty much every turn, from a distance, while being pretty well protected.

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  2. Crushing claw unwieldy ? Great !!!!

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    1. The only thing that cares that they are unwieldy are Tyrant Guards.

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    2. They are for non-MC creatures, why shouldn't they be unwieldy???

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    3. And they're all but useless on our MCs

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    4. Why? Pretty sure monsterous creatures ignore unwieldy, just like walkers. Depends on price though

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    5. save the points and leave them bare.. especially if you're taking the swarmlord... he's already 285.. the tyrant guard are 50 points a pop plus upgrades are 20 points a pop for crushing claws or bone sword and lash whip...

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    6. correction.. I will have my codex here in an hour..lol

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    7. Not exactly useless, given that the +1S means that on a 'Fed you're S10 and lose half your attacks with a Smash and armourbane is an extra D6.

      Vs a stationary vehicle that almost guarantees a glance per hit, and stationary vehicles are hit automatically. Even a WS3 'Fex will hit a moving vehicle on 3s, then that's S10 + 2D6. You work it out.

      The Tyrant Guard at S6 (if it's the same as prev) will get the most out of Armourbane, but on a Carnifex it's absolutely the guaranteed death of a immobilised/stationary vehicle.

      How is that useless?

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    8. Monstrous creatures do ignore unwieldy. Why would you give them to a MC? Simply for destroying vehicles. It isnt just +1 strength, and AP2. It also has armourbane, meaning that you roll 2d6 to penetrate, plus strength to penetrate. So a MC doesnt need to use smash to stand a chance to penetrate armour. So you get to use all your attacks instead of just half of them. Sure you dont get to reroll the penetration. For carnifex it doesnt add much onless you are going landraider hunting, but it would be useful for tervigons, and of course tyrant guard

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    9. Mauker, heres a thought for you. Enemy going to bring a superheavy escalation choice, like a baneblade? Just bring a brood of carnifex with crushing claws? 3D3 hammer of wrath, and S10 2D6 attacks.... Woukd even the mighty baneblade stand up to that? Of course the baneblade would likely have the unit shot to bits by then if it knew what was good for it, but the sentiment is there

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    10. "How is that useless?"

      It's ok. Extra attacks before were better so it's still a nerf.

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    11. What attacks? 5th ed Fexes had 4 attacks, +1 for two CC pairs and +1 for charging. 6 on the charge. 7 inc Hammer Of Wrath.

      Now they have 3 attacks +1 for two CC pairs, +1 for charging, so that's five AND +D3 Hammer Of Wrath attacks and on top of that, a tail attack should you want to buy one.

      I'm not sure what the points are yet but rolling a 1 for Wrath and a tail, that's one more attack than it used to have, for less points.

      Please correct me if I'm wrong as I don't have the codex yet myself lol

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    12. Tim, a carnifex now gets d3 hammer of wrath attacks, which hit automatically at its profile strength. While it has no AP, i think that more than makes up for the loss of D3 extra attacks it had to roll to hit with. Also, now using crushing claws a carnifex is not reduced to initiative 1, though this would only matter if it got into a fight with a riptide since a carnifex is now I2 i believe.

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    13. C'mon, its not even close to 'making up for'
      HoW attacks are only *if* the fex gets the charge, and they are only for 1 round.
      Old CClaws worked regardless of who charged, and worked *every* round.
      HoW attacks hit twice as often, but old CCLaw attacks ignored armor saves; so much better against MEq or better armor. And much better against vehicles.

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    14. Monstrous Creatures get the Smash Attack rule. Models with the Smash attack rule get AP2 whether they use their smash attack or not. So I'd say new CClaws attacks on a monstrous creature ignore armour saves pretty handily.

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    15. "What attacks? 5th ed Fexes had 4 attacks, +1 for two CC pairs and +1 for charging. 6 on the charge. 7 inc Hammer Of Wrath."

      Mauler if your going to be an opinionated apologist then at least know what your talking about. Nids Didnt GET bonus attacks for extra weapons until this codex, before all the rules just stacked but the drawback is they weren't CCW's. So please go back to school before loudly voicing your obviously flawed opinion about our new book

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    16. Crushing claws used to give you +d3 attacks across the board on all your mc's every round of combat

      D3 hammer of wrath hits is pretty bad as they're all ap- and only happen on the first turn of combat if you get the charge. It doesn't make up for anything. It's a nerf.

      The tail attacks are equally crap as they don't have an ap value. Have fun killing anything of value with that.

      It doesn't matter that much anyway. Fexes were best as a shooting unit before and are still only good as a shooting unit now as long as brainleech devourers haven't been nerfed.

      It's very unfortunate that there's not one viable close combat unit in the entire tyranid army considering they're a CC focussed army and you have to run them as a mediocre midranged shooting army to even consider being viable.

      And this isn't some super competitive thing, although it would be nice if nids were at least viable competitively.

      I'd have to write a super competitive tyranid list to have even games against casual players at my local clubs.


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    18. Crushing Claws are for vehicle hunting, those D3 attacks are for vehicle hunting. AP- doesn't matter if you're going to be doing between 3-5 HPs with some pens on the charge. Plus the claws get +1 to vehicle damage table due to AP2(for non- MC).

      Theres no nerf in there.

      Stop trying to use things outside their intended purpose. It will always lead to disappointment.

      I see this every release. People complaining about units, they haven't play tested, in vacuum conditions where the unit is destined to fail. We saw that with the Eldar Wave Serpent and guess what happened there?

      Also ease up on the attacking. You're frustrated. We get it. We're all adults here. Maybe try looking for some positives rather than being defeatists?

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    19. The point is that CCLaws used to fill a need. Now.... Nids really didn't need help popping vehicles in CC. The only models that can get them are slow, are you going to let your vehicles get caught by a slow moving MC? Is the Nid player going to use their HT+TG unit to take out a single vehicle? (what a waste)
      TMCs could already deal with most vehicles easily... so now for 20pts we can be better at taking out Land Raiders..... as if that was a concern.

      I will give you this, if your meta uses a lot of AV14/15 fortifications.... then CCLaws may be helpful. Otherwise, no Nid player is going to use them.

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    20. daboarder if you're going to be an outspoken sulky defeatist you could at least keep things in context. See how that works? :P

      Carnifexes can be used for going up against other MCs but mainly vehicles if you're giving them Claws. When using them for the intended purpose I'd rather have the new claws vs vehicles than another 1-3 attacks without. Armourbane is a bit of a clue and if you think that a unit with an item of wargear that gives that particular USR shouldn't be used for wrecking armour then it's not my opinion that's 'flawed'.

      SYeti has more of a clue, I guess we went to the same school. lol

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    21. Core, you say that Nids didn't need help taking out vehicles in CC, but what about now? With the new book some MCs will be more suiting to tangling with infantry rather than vehicles so IMO it's worth having a dedicated Manglefex (ha!) to reliably deal with them...as long as it's supported and can get to the target.

      For Tyrant Guard well they're not MCs so it's a reliable way for them to get AP2 for TEQ work rather than the AP3 that they'd get from a bonesword, right? The practicality of that depends on what your Tyrant is kitted with, how you intend to use them and what force you're likely to be targeted by. If someone drops in a general-purpose Terminator squad (without storm shields, I know I know but people do use them) then you're going to be glad that you've got some AP2 on your HQ retinue even if it does hit at the same time as power fists, if the Tyrant's natural AP2 didn't eliminate them first.

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  3. So on a side note, with Death Leaper and Old One Eye moving to HQ, you can now field an army entirely devoid of Synapse Creatures. We recommend you play this list at least once for the lol factor.

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    1. Well if you field primarily the fearless Monsters, they ignore the bad parts of IB.

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    2. Still, it's an entire army on the tabletop that derps every turn. It has to be one of the most hilarious things to watch on a tabletop i'm sure X3

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    3. EVEN better now that the tervigon IS NOT a character you can field an army with NO WARLORD.

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    4. Haha, didn't catch that one. Good stuff.

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    5. I guess that if you're a player who wants a "suicide" style army, Tyranids are for you. (y)

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    6. Definitely feels like they want to encourage players to gamble with "instinctive behavior" since they've expanded on the rules, it was just gimmicky before, but now it looks like the "warp storm" rolls that chaos go through.

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    7. Those warp storm results are brilliant lol

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    8. I see the gamble being a case of the opponent shooting and,killing the tyranid warriors and hooting with delight when suddenly the ravenors get rage and cut the whooping enemy to bits. Admittedly that wont happen often, but will be nice if it does.

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    9. Considering how stupid and brutal failing an instinctive behaviour test and how bad and unplayable most of the non-synapse units are ( hormagaunts, genestealers, raveners, Haruspex,termagants, gargoyles, rippers, lictors , pyrovores ) an all synapse army might be the only viable build.

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  4. The Crone is going to be great as anti-vehicle AND anti infantry. s8 ap3 vector strike (suck it helldrake).

    My only disappointment is the lack of a FNP biomorph. Tau get it, but Tyranids don't? Really?

    That said, a lot of stuff looks great, and the fact that most of our good stuff didn't actually get hit by the nerf bat and in fact just got the whole codex cheaper, plus spore mines becoming unable to award victory points, I feel the Tyranids will really become a big player again. Biovores with shrouded in cover backed by some gaunts is a cheap, incredibly survivable artillery platform, and it is going to be deadly.

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    1. Yes for biovores, but only if there is a Synapse creature near them (like 3 Zozo)

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    2. You reading the same stuff as us? "Most of our good stuff didn't get hit with the need bat"?

      Aside from tervigons, hive guard, swarmlord, or any unit that used biomancy or mycetic spores? Seems to me that nearly all of the "good stuff" actually did get hit hard with the need bat.

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    3. Pretty sure he didnt take a single look at the changes and is just posting out of his ass....LOL "Most of our good stuff didn't get hit with the need bat"?


      What world do you live in?

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    4. It is pretty hard to find any unit that *didn't* get hit with the nerf bat. And most of those just go from Bad to kinda bad.
      Venomthrope is the only unit that just got better.
      Fexes got cheaper, but lost an attack
      Devilgaunts got cheaper, but no spore pod is a big nerf
      Gaunts got cheaper, but the TS/AG they really need doubled.
      etc
      etc

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    5. If tyranids are allowed to take fortifications just take the 55 point bunker and throw the 3 biovores in it. with a comms relay, it should make them fearless and helps your rolls as well.

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    6. Carnifex getting nerfed by losing an attack?! When it dropped 40pts! It became fucking viable!

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    7. No doubt, carnifex is way better.

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  5. I also have the Codex, and I can say for sure that the Venomthrope do NOT grant shrouded to UNITS within 6", but only MODELS within 6". Which is a huge bummer for swarms.Acid blood took a huge buff though, The wording is a bit weird, but it states that whenever a model with acid blood takes an unsaved wood, the attacking UNIT must pass initiative tests, and for each failed, take an immediate str 5, AP2 ignores cover hit. The working kinda makes it hard to make out if its only the model that makes the wound that takes a test, if its the entire unit, or only the models in the unit that caused wounds (relying on the fact that more than 1 wound was lost).

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    1. Shrouded - if a model in the unit has it, the whole unit benefits. Having 1 model within 6" of a VT benefits the whole unit.

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  6. I think the Venom will be errata'd to "units with models within 6" of the Venomthrope" otherwise it is pointless. More realistic, but pointless.

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    1. Much like the current wording of the pyrovores death hitting everything on the board.

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    2. As pointed out above, if one model in a unit has shrouded, all models in that unit get it. So it doesnt need FAQed.

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    3. Pretty sure thats Not the case.

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  7. Isn’t shrouded one of those rules that only needs a single model in the unit to have and the whole unit benefits from it?

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  9. Still nothing obvious as to why the Prime has gone up by 45pts, still sadly holding out for the Alpha Warrior rule to pass its T 5 onto a warrior brood as well as its WS and BS.....

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    1. Have the book, it doesn't. Just WS and BS

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    2. I like how also boosts shrikes, but he doesn't have wings so he can't keep up. Sigh

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    3. That's probably more useful for sending Shrikes in to support him, not the other way around, lol

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  10. At least the Prime can now Outflank along with a Troop choice as per the wording of Hive Commander now. A small commando squad of CC warriors appearing in your opponent's backfield with a Prime for added oomph (and eating a couple Str 8 shots) could be cool.

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  11. The main problem i have with the codex is that except for the two flyers no unit has air defence and the low range of the exocrine. But any other thing i find pretty cool. If you give your list a good thought u can have a pretty devastating army. The new codex is surely not for no-brainers

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    1. Great news!!

      ...

      Its really only "ONE flyer" not two. The harpy cant shoot at other flyers, it's weapons are blast. I guess you could attempt a vector strike with a S5 model....

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  12. This is something i find hilarious. If the red terror hits with all four attacks, one model in base to base contact is removed from the table, with only invulnerable saves allowed.

    What if that model is a riptide, or wraithknight? How in the great devourers name does the red terror swallow one of those things :D.

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    1. Very bulky and Extremely bulky models can't be swallowed whole.

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    2. Ignore, i see its infantry, jet or jump. Obviuosly not MCs then.

      But the question is, can it not swallow beasts then? Jet bikes and bikes are fair enough, but come on, if can swallow a terminator or a model with a bulky jump pack on its back, can it not manage a horse sized beast? Aha well....

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    4. The problem is raveners are not good to start with. And RT is a 85pt upgrade for a 35pt model. The unit has 5+ armor and the odds of hitting with 4 attacks without any way to get rerolls is dismal.

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    5. Do those count as Infantry? I thought MCs were different.

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    6. Hyb3mynd, what a bizzar thing to say. The red terror has 4 attacks, with two sets of STs, meaning +1 attack, and thus 6 on the charge. Having a WS6 he will hit most units on a 3+, meaning that he has a 2 in 3 chance to hit, and thus on average will hit 4 times out of 6 attacks. So to say that the odds of hitting with 4 attacks with out rerolls is an exageration, when it is the expected average.

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    7. Also he is an 85 point add on right? Not upgrade? He is basically a prime for them, and can lead with 4+

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    8. I wouldn't worry.

      All four attacks hitting with no rerolls is going to happen so few times that it wasn't worth the space of paper in printing the rule.

      When it does happen you'll likely eat an extra guardsmen. Woo...

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    9. RT gets 5 attacks normally, and 6 on the charge. So about a 50% chance of swallow whole on the charge, and about 33% chance otherwise. (assuming I didn't mess up the math too badly)

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  13. The worst thing about this new codex is what it will do to the biotitan. It can now only regen 1 wound a turn instead of a possible 9

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    1. I know my scythed hierodule is loving his new talon rule. :/

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    2. I'm sure that will get updated in time...

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    3. I for one don't mind the new rule for talons. Because the extra attacks outweigh the re-rolls. Granted, its on good rolling, but before a genestealer charging was 3 attacks, max chance of 3 rends, now it's 4 chances chances to rend. It's really not all the different.

      Delete
    4. The big problem is not many units are gaining extra attacks. units like the Trygon and Ravener had their attacks on their profile reduced by one so you net out the same.

      Genestealers to gain one for +4 pts.

      Delete
    5. Yeah, there are NO "extra attacks" on the models with more than one pair of talons, they reduced the base number of attacks.

      this was a (yet another) nerf, plain and simple.

      Delete
    6. Even on stealers it is a bad idea. Better off just getting more stealers... *4pts*?? No thanks.

      Delete
    7. Only you don't get extra attacks.

      You have to pay points to get upgrades to get the same amount of attacks you had before.

      Or you have to forgo other upgrades to get that extra attack.

      Delete
    8. On a stealer, you can pay 4 pts or scy tals, which will give you an extra attack.. Not worth it, but there it is...

      Delete
  14. Anyone know the fate of old adversary? I know hive com lost the +1 reserves but became stackable so 2 outflanking troop choices. Teamed up with the tervigon spawn at the end of the movement phase it's looking good.

    ReplyDelete
    Replies
    1. Old adversary gives the tyrant, and only the tyrant, rerolls of 1s on both hit and wound rolls in CC

      Delete
    2. Rather than tervigon, I want to try 120 hormagaunts outflanking with my 4 flyrants. That should be fun. Effective? Maybe. But very fun.

      Delete
    3. Not a fan of outflanking melee only units.

      Delete
  15. Yes, the Haruspex is a combat beast!!
    Even better than my Space Marine Cybot in CC.
    What a beast! :D

    ReplyDelete
  16. My nurgle daemon prince with balesword looks forward to fighting all these new monsters since synapse doesn't give eternal warrior

    ReplyDelete
    Replies
    1. Synapse hasn't given EW since before 2009.

      Delete
    2. Oh, and a Swarmlord still eats DP's for lunch.

      Delete
    3. Mostly. The Swarmlord did lose the ability to force re-rolls on invulnerable saves, though.

      Delete
    4. Swarmlord is only I6, a nurgle daemon prince with balesword is I8. Probably a level 3 biomancer as well.. That may be a hard meal to swallow.

      Delete
  17. Haruspex a CC "BEAST" at WS3 I3 A3? Uh-okay.

    ReplyDelete
    Replies
    1. LOL It's got a new form of Blood Talons for extra attacks, can't be IDed by fists or anything S10, caused ID on rolls of a 6 (which are precision hits too) with it's tongue and regenerates.

      It's designed to occupy and consume infantry and that looks like exactly what it's going to do...

      Delete
    2. +Hammer of Wrath, + S6, +AP2, +extra attacks for every time it hits, +it regens wounds...

      That thing could live in combat with some really tough units for a LOOONG time.

      Delete
    3. Extra attacks for every time it causes an unsaved wound McDoogle. It is also S7 due to its crushing claws, which also gives it armourbane, which is handy against vehicles and walkers

      Delete
    4. it only gets extra attacks the turn it charges and that is only extra attacks for unsaved wounds. ultimately it is WS3 with 3A.

      Its biggest drawback though is that it's slow.

      Delete
    5. Shame it will never, ever get into combat because it has no mobility so will just get kited and killed before it does anything.

      Even if it manages it, no invuns so it will just be killed by a random fist or power weapon or weight of attacks as it's striking last.

      Delete
    6. Well it's not striking last, it is going before fists, hammers and such, but yeah.

      Delete
    7. It has no frag grenades as far as I know so it's probably going at the same time as fists and hammers and it's dead to power weapons or mass attacks before that anyway. Not to mention overwatch and regular shooting.

      Not sure why GW thinks t6 3+ save is the most survivable thing ever when basic missile spam just owns it and we can't even reliably feel no pain anymore.

      Delete
    8. C'mon.... really grasping here...
      Even assuming this slow moving creature can get the charge...
      On the charge, it should kill 2.6 MEq.
      Subsequent phases, it should kill 1.25 MEq *1.25*
      That is your CC beast?? That is the definition of 'consuming infantry'?? It will take 7 rounds just to kill a basic Tac squad.
      Yes it can regen, slowly. But it is only 3+ Sv and no invuln, any moderately decent assault unit will kill it before it can regen much.
      And this all assumes it can even catch a target, and isn't simply shot to death enroute.

      Armorbane is nice... thank goodness Nids finally have a way of dealing with all those dreadnaughts running around...

      Delete
    9. Yeah, I got excited when I read it the first time too....but sadly, as others have pointed out....ws3, low init, low attacks and only on charge...and it can get back 1 wound.

      Is it good?
      Yeah.
      Will it be fun?
      yeah.
      A CC beast? Sure, compared to tau...

      Delete
    10. Wait, it only gets the extra attacks on the charge? LOLOLOLOL.
      Gimme a SK Fex with adrenals any day.

      And how is it getting precision hits? Is it a character, or via a special rule? Cause if the former, all those extra attacks are going to overkill the beezus out of a sergeant issuing a chump challenge.

      4 attacks on the charge = 2 hits = 2 wounds generally (hope you aren't swinging into an invul) for 2 more attacks, or 6 total on the charge.

      Fex is 4 base, +1 for double claws, +1 for the charge...for 6 attacks total right off. At S9. Give it adrenal glands and its S10 and much more likely to make combat - and 25 points cheaper.

      Delete
    11. It's also a CC beast compared to IG. Don't put it down. I will probably throw one down for fun games, but competitive, nah probably not.

      Delete
    12. Alendrel, fex is 3 base now. It lost one to just gain it back through double talons.

      Delete
    13. Ah, hadn't seen a Fex stat line. So it nets one more attack on the charge...then two fewer after. Still will take the Fleet Fex :)

      Delete
    14. (It being the Haruspex relative to the Fex)

      Delete
    15. lol, Haruspex a cc beast! I had a good laugh. The almighty 2 wounds caused on the charge on most units (drops drastically against WS7), resulting in 2 bonus attacks and nets 3 wounds total. And it only works on the turn it charges. This is the close combat version of a Pyrovore.

      Delete
    16. Actually a riptide is waaay more of a CC beast than pretty much any tyranid monstrous creature.

      Has a 12 inch move to actually get it into combat. 2+ Save, 3/5+ invun. feel no pain. Smash attacks. Pretty much hitting on 4's which is the same as fexes/spex most of the time. Toe to toe it will kill most nid mc's. I've seen one kill a tyrant its rather the joke.

      Might not destroy entire units but it will tie them up for the rest of the game and it's guns legitimately do destroy entire units.

      Delete
  18. All the doom and gloom. It does look bad from what I hear. Can someone, anyone, give me a reason to be excited about the new 'dex? Anyone? At first I put it off to typical 'knee-jerk' reaction against a new codex. As the week has gone on though I haven't heard anything like the Eldar excitement over the new flyers, wraithblades and wraithguard, bladestorm, battle focus, +1 BS for warriors etc. ALL I hear is disheartening and discouraging. The joy has been sucked right out of the room.

    For the record, I've been pretty reasonable in my expectations. All I have ever said I wanted was genestealers and warriors being viable options and for us to have a reliable way to deal with flyer. I don't see any of those. In addition it appears they have nerfed our current standbys and we LOST three entire models from the codex (two of which I included in EVERY list). I want to hear some good news. Anyone? Anyone? Hello...??

    ReplyDelete
    Replies
    1. More models on the field, but that's a bad thing if you're playing with a time limit.

      Exocrines are solid, I can see using 3 competitively. 1-3 crones. Yes they're fragile and laughable against tau, but str8 VS is no joke.

      Genestealers and warriors both lost their pods. Genestealers can buy an additional attack and warriors can buy i7 and assault grenades, but still t4 4+ and no EW.

      Delete
    2. Bright spots:
      1. Tyrants are BS 4
      2. Exocrines look solid
      3. Venomthropes grant shrouded.
      4. Stuff is cheaper
      5. You have a third elite slot now

      Delete
    3. No to stealers and warriors...
      There are some decent units, and there may be some 'competitive' lists. (meaning, against armies besides Tau/Eldar)
      The choices of 'good' units is very limited, the choices of 'okay' units is pretty limited; but I *think* we can make a combo that will sort of work.

      Delete
    4. Also, Biovores gained 1 wound, and you can mix the weapon composition in your units.
      Still, all sinergys disappeared or get nerfed to oblivion, excep for the Venomthropes.
      Also, not a lot of stuff became really cheaper: just 'fexes and t-fexes. There is a lot of things that became between 5 to 15 points cheaper in their basic cost, but come with less equipment. Harpy, for example, is 25 points cheaper, but came whithout the stinger salvo, that cost 15 points. Also, some things are now more expensive: +45 the Prime, +3 the sawrms, +5 if you want rending claws on Warriors, +35 Tervigon, +5 Hive Guard. Also lots of biomorphs are more expensive.
      It makes me really think that there is malice in the writting of this codex.

      Delete
    5. Tyranid warriors always had to pay 5pts for rending claws.

      Delete
    6. The 5th codex allowed them to take it free in exchange of their devourer. Y played that with toxin sacs in a spore on a lot of battles.

      Delete
    7. Sorry, you are correct, i looked at the replacement for scything talons

      Delete
    8. Its not Bad
      Its just not good or better than the old one

      Warriors will be the best and go to unit simply for synaps and the primes. You need to be able to challange in CC. Its more a what is worse than what is good question.


      Crons
      2 big warriors units and primes
      Exocrines
      And a unit of cheap gaunts + venomtoph for 3+ Cover
      Tervigon staying back to claim objectives

      Thats what will be populare.
      My guess!

      Delete
    9. Problem with warriors is they can be taken out with small arms, or ID'd with S8+. And a S8 large blast.... good night. Prime got a *lot* more expensive for no improvement.
      I think Venomthropes are going to be the new hotness for awhile, but will end up not working out in practice.
      Flyrants
      HiveGuard
      harpy/Crone
      Exocrine
      Devilfex
      Biovores

      Troops are a crap shoot.

      Delete
  19. We'll you can now buy more models to make your army work just a little bit better...

    ReplyDelete
    Replies
    1. Yay more worthless models to die to overwatch.

      Delete
  20. C'mon... kind of grasping here.
    HoW is a single S6 AP- attack, and only on the charge.
    Extra attacks are only on the *wound*, not the hit, and will lead to less than 1 extra wound per phase against MEq.
    Its tongue is worse than a plasma pistol... thats impressive?
    Without the charge, it will cause about 2 dead MEq per phase... *thats* a CC beast? That is going to 'consume infantry'??
    It is only Sv3+, with no invuln save. Yes it can regen, slowly, but any assault unit should be able to put it down fast enough for that to barely matter.
    If it had more attacks, and/or, triggered on hits, and/or, could continue continue to trigger bonus attacks... then it might be worthwhile. As it is?? It is not much more than an expensive speed bump.

    ReplyDelete
    Replies
    1. SOrry folks, didn't mean to post the above. Some inaccuracies, and mostly posted elsewhere.. if only I could delete/edit...

      Delete
  21. The biggest problem I see with the codex is they just didn't seem to see their ideas through.

    The Haruspex for example has some decently cool rules. The Gulp! rule for his shooting attack is pretty cool, as well as the precision shots on that. The idea of him getting wounds back when he inflicts wounds in CC is very cool, his first turn blood talon like rule is very cool. I think if they even just made his blood talon rule work in every round of CC not just the turn he charges he becomes a fun little model to try, even if he is slow.

    ReplyDelete
  22. im sorry but people really need to stop complaining about this book, its so stupid its unbelievable, there is nothing wrong with the book what so ever, just the people that choose to play it.

    most of the complaining is about apparent 'nerfs', im sorry but did we all HONESTLY think that our hive guard who are ludicrously cheesy in the first place weren't going to see some sort of a balance out? seriously bs3 is not that bad at all and neither is a 5 pt increase, considering you have a STR8 homing, ignores cover gun?!

    bring me on to the tervigon, has had a small increase in points, but rit so it should, i mean really, a troop choice W6 T6 3+ it was to good not to take, which was the HUGE problem with army book, you would only have one type of army list every time, this new book is balanced and you can actually have more than one type of army list that is interesting to play with and against.

    but the when this is said people then start to rant about how OP riptides are etc etc, they are not op. hit them with a bucket of poison attacks and they are just gone. people talk as though riptides are this invincible lord of war. they are not. they have bs3 and 3 shots, yes they can large blast it up. but they probably wont even hit you that often unless helped by lights, but if you haven't killed there pathfinders you are doing something wrong im afraid.

    sorry rant over, but this book is awesome, played some games with it and have found it great.

    ReplyDelete
    Replies
    1. the tervigon went up 35 pts, the gaunt "tax" to make it troops went up 70 pts (yes you have 30 now) and it lost 2 psychic power rolls (this was expected to lose), lost the ability to confer biomorph upgrades to termagants, and the backlash range of killing one to termagants doubled, and termagants aren't able to move or charge the turn they spawn. (also expected nerf to movement and charging)

      I think many tyranid players were expecting a nerf to Tervigons but isn't that a bit heavy handed?

      Delete
    2. yeah i get that mate, but at the end of the day something had to change, it was a auto include in every tyranid list, that in my mid is when you need to consider changing something in a book. 160pts for all that just obscene, to the third degree. people have gotten far to use to making tervigons a safety blanket. also if you play nids you will most likely have a unit of 30 gants kicking around. people make out that you have to pay 70pts just to get it, but forget that you are actually getting 30 fearless guys with str4 guns.

      Delete
    3. In my opinion, the most important lost of the Tervigon is their sinergys with gaunts. Now it can't confere glans and sacs, and the counterattack is rolled with de gant's L5. So, due to the simbiothic damage is better to your gants to have tervigons far away...
      I spected the point increase, so the no biomancy, but not this change on the most basic sinergy of the creature.

      Delete
    4. The way to get rid of "auto includes" is not to make them worse, but to stop making everything bad.

      I could care less about the tervigon nerf, its the strong desire to see units that were either marginal or just bad in the last book to get better.

      the lame relics, sad psychic powers, and incredibly flimsly flyers are just icing on the cake.

      All is not bad....at least we don't have to worry about all the cheese mongering codex hoppers picking up the army now...

      Delete
    5. but this is the problem people just cant stop complaining about it. there is raelly no problem, the army need balancing REALLY badly, especially when rage got re-done. and with the new book it is balanced, tervigons are still the tits, just a price that they should be and with less abilities then they should have had in the first place, yes it is sad that they dont synergy with the gants so much anymore, but its still a big ole bug that lets you get more pts on the table than your opponent just for the price of a huge MC that lets not forget can still be a troop choice, which in my mind is the real reason it is that many points, it is perfectly reasonable to pay that many point for a scoring MC with no abilities at all! let alone that it is a psyker and has good psyker protection and spawns units.

      Delete
    6. The Terv was a strong unit, it was only auto-include because every other Nid troop choice sucked. Now it has been rebalanced, and the Terv sucks as much as everything else. Yay.
      The Nid dex was so bad, that the strong Terv was needed to try and salvage the dex, now it has been nerfed down to 'meh', but nothing else has been improved enough to compensate. There is balance, it is the balance of meh.... gaunts? too expensive to upgrade. HGaunts? Too expensive to upgrade. warriors? die to small arms, ID to high S. Rippers? hahahaha.... Tervs? Suck in CC, suck at shooting, suck at buffing. can spawn, but if die take out gaunts. "Death circle' is same as synapse range. Yes, if all you want is a way to sit on an objective, you can take a Terv, or you can take 50 gaunts for the same cost.
      Any gaunts spawned must run away to be safe, and thus you need *more* synapse to handle those gaunts. This is anti-synergy... yay.
      There are sooo many nerfs, people have tried to compile a list, and it just keeps growing. I can find *1* unit that is simply better than before. A few more that are about the same, or arguablly slightly better. And thats it.
      And you think the codex is 'awesome'...??? I hope you are trolling...

      Delete
    7. You obviously aren't a regular nid player to say that. BeeCee is one of the most even handed and level minded 40K players on the web, so if he is evening a bit discouraged, it's obviously pretty gloomy. No one like to take Tervigon in every list, but our other options were worse. I don't want OP ones, just ones that come close to working. Genestealers have no method to get to the fight, a single wound, no ranged weapon at all, and a 5+ save. Is that your suggestion for a viable choice?

      Delete
    8. "it is perfectly reasonable to pay that many point for a scoring MC with no abilities at all! " what is that about 300 points after gant tax?

      stop, just stop. If you honestly want to have a discussion with those who have a problem with what they see in the new codex you would be better off not talking about your "idea" of balance. We will take you more seriously if you don't say things like this.

      Delete
    9. All they've done is make everything that was good before shit and keep everything that was shit before the same or even worse.

      Tyranids are seriously screwed.

      Delete
    10. Lol

      Tervigons die the same to poison attacks but for some reason they need to increase in points while losing all their good abilities.

      But riptides are perfectly balanced because they can die to poison attacks? Rofl

      Even though they get a 2+ save with feel no pain so need a horrendous amount of poison attacks to wound to go down and they can destroy entire units with one shot in the meantime.

      Hive guard needed a slight 5-10 points increase and an option for skyfire. They got a points increase, no skyfire and a bs nerf which is total bullshit. They're a dedicated shooting unit that sucks shit at shooting now. What a joke.

      Seriously if the books awesome show one viable competitive build with it that can go up against tau or eldar??



      Delete
  23. also before i go, on the topics of the army being able to be raped by missile spam, yes we are vulnerable to it, but i don't think people take into account that we can get cover saves now in area terrain, and then we now get shrouded from the venomthropes, i don't think people have thought through how powerful a venomthrope can be. i mean your basic infantry in cover can go to ground for something like a 2++? while we are vulnerable to misiles we also have the most choice and cheap MCs in the entire game.and if you still winge then just take a t-fex.

    ReplyDelete
    Replies
    1. Hmmmm...
      Can't go to ground if in synapse.
      Synapse is a *lot* more important now
      Venomthropes are much better, but still pretty easy to kill
      there is a lot of 'ignore cover' out there now
      Going to Ground is not a winning tactic, it is a 'lose less badly' strategy.
      To make Vthropes really helpful, you need units that are worth protecting... we really don't have many of those.

      Delete
    2. Define 'a lot of ignore cover' other than Tau?

      Delete
    3. You clearly have no idea what you are talking about when you claim te nid codex isn't all that bad and that we should all put our happy care bear rainbow pajamas on and partay...

      Seriously-a very limited number of things got some useful rules/points reductions but those changes were necessary to bring said units out of the "so bad and with such glaring problems you facepalm just reading the unit entry" and into the "simple depressing sigh as ou weigh your bad options with your worse options" category...

      People don't need to wait to see the codex to know its trash now-pretty much every detail about it has been leaked and it is pretty clear that you have a better chance of arguing Thousand Sons are a competitive and top tier army now than the current nid codex. When GW gets things wrong, they REALLY get things wrong.

      Delete
    4. The entire tau army ignores cover, every flamer including of course the heldrake, vector strikes, wave serpents, thunderfire cannons. Not to mention focus fire meaning they can just shoot units out of cover anyway.

      Cover saves are not in any way a reliable way to keep a unit alive. You need decent base saves or an invulnerable especially in this metagame or even feel no pain

      Tyranids can't get invuns, can't get a decent base save at all now and they just nerfed our only way to get semi reliable feel no pain. Now we have to cross our fingers and hope to get it 1/6 games. What a joke.

      Delete
  24. They ca n only go to ground if not under synapse, since synapse confers fearless, and fearless units can never go to ground

    ReplyDelete
    Replies
    1. Sorry that is a reply to woodyno8

      Delete
    2. Though i should note that this is a tactic that i have used for infiltrating stealers (not sure if it will work for the new codex since it depends on wording).

      Infiltrate stealers onto area terrain (ruins would be perfect), so that they are not in sunapse range. Then when targeted go to ground to get a 3+ or 2+ save. Normally when they have gone to ground they cant do anything their turn, but if you move a synapse creature into synapse range of them that turn, they immediately become fearless again, and are no longer pinned/gone to ground, and can act normally in that movement phase. This is also something that will work for lictors, especially if you get second turn, which means that your units can charge into close combat, since you do not have first turn.

      Delete
    3. woops i thought this the case, still, a 3+ in ruins is just ridiculously good, i hope this means people will take them more, such a cool model

      Delete
    4. And this is y wr shouldnt judge a dex for a month or 2 till after its release it takes the community time to devour a codwx and find tje combos thay work those that dont and those that are just cheese simply looking at stats and saying useless is foolish remember screamer stat jetseer wave serpent spam all wernt immediatly apparent but after time they all got found out and abused so lets wait and see

      Delete
    5. Shame everything good ignores cover even if you manage to get the planets to align and that to work.

      Delete
    6. Plaguefather, even if there is some magical hidden combo... that doesn't mean the codex is good. It means it sucks but has one stupid combo, probably unintentional.
      Tau/Eldar are good codices even without the combos.
      CSM is a bad codex, even if it does have helldrake spam.

      Delete
  25. My playgroup got one codex. We are gonna read it and maybe try it a little and then our whole playgroup is taking a vote to see if we keep playing with fifth codex.

    ReplyDelete
  26. Nids are my first and favorite army, and as much as it pains me to think/say this. I think my nids are going to be collecting dust for a while. :(

    ReplyDelete
  27. This is the same way everyone reacted to the Chaos Demon book, and look at them now. One of the top 3 armies in the game. Seriously just calm down til people actually get to use them and figure out combos. You may be surprised.

    ReplyDelete
    Replies
    1. They're powerful because of a couple of niche extreme builds like screamer council.

      They're also when you look at them insanely more complicated than Tyranids.

      Have you ever played against a Daemon player and seen just how much they have to roll at the start of the game?

      It's not surprising that with that level of complexity there could have been hidden cheese waiting to be discovered.

      Tyranids on the other hand have no such complexity. Everything is pretty much there on face value and it all sucks.

      Delete
    2. Yes, I have played against Demons, a good friend of mine is the person who created ScreamerStar. An army doesn't need to be complex to be competitive.

      I have high hopes for 'Nids. Biomancy and Doom are gone, it stinks but oh well. Now we just have to suck it up and move on and figure out new ways to make it work.

      Delete
    3. His point is a complex army with lots of modifying rules can easily have some broken (unintended) combo. WIth a codex like Nids, there are no complex rules, so there isn't going to be some hidden combo found later.
      Biomancy and Doom are not the only things that are gone. I can count *1* unit that was noticably improved (and that is only a support unit). Lots that got heavily nerfed. Good luck finding some unknown combo in that mess.

      Delete
    4. In a book you probably haven't read. Seriously just wait until you have the codex. There's a lot of really interesting stuff in it.

      Delete
    5. I have read about 80% of it. (the internet is like magic) Go ahead, astound us. What is the 'really interesting stuff' that is going to make these powerful combos you speak of...??

      Delete
  28. I have the codex and my army will be stronger for sure. If you can't see all the combo and all the synergy please go play ork !

    ReplyDelete
  29. This codex don't suck, I'm an happy tyranid player. Nobody lost atk, because 2 pairs give +1 atk. Stuff like mines are way better and wait to see the Bio-Artefact. 2+ save Flyrant with 2 template weapon !!! first round those pathfinder will burn so fast.

    ReplyDelete
    Replies
    1. congrats, the biovores and a few HQ choices are decent, now for the rest of the army? all the troop choices are terrible, fast attack are terrible, and the elites are terrible! This codex will again probably have one viable build that doesnt get blasted off the board in a few turns. Which will get boring and repeatitive really quick for anyone playing with or against it. yay........

      Delete
    2. You underestimate all the Bio option you can take but I don't want to argue with people without the book. I can win tournament with this codex and it is exactly what I was looking for.

      Delete
    3. If you can win a tourney with the new dex i would love to hear who you played and the list you used. If there is an actual viable list it will probably be one of the few that actually works

      Delete
    4. Wait 1 day, think about synergy, enjoy.

      MC got boosted because of all the options available to them. Think like TAU, their profile doesn't look great but with all signature system, some stuff became very good.

      Delete
    5. Except all of the Nid 'signature systems' pretty much suck. Models *did* lose attacks, some models can use ST to get that attack back, which means they lose rerolling misses. Thats a big nerf.
      Mines are a little better, not a lot. Flyrant can only shoot two weapons, big whoop about two templates.
      And Tau was seen as great almost immediately.

      Delete
  30. I have done a list of 1500 points.

    2 Flyrants (one CC with wing 2+ with template, one range with 2 template)
    3 Harpy (Heavy venom canon by the way no more -1 vs veh, Bomb all the time if u want.)
    30 Gaunt
    1 Tervigon troop, CLuster
    10 gaunt
    10 gaunt
    2 Venomthrope
    Aegis for 2+ cover save (tx shroud !!)

    So first round u have 5 flying MC in the face, 3 template, 3 large blast, 3 small blast). With the right Psychic power your will destroy anything in front of you. Round 2 - might have lost 2 MC if you were unlucky, Harpy has 5 wound. More Template and CC them to the hell while 30 gaunt and a tervigon is running to them. Don't worry, nobody will shoot tervigon when 5 MC flying is 2 inches from them.

    ReplyDelete
    Replies
    1. ...or you face tau. And every skyray means you pick up a FMC. And every burst riptide with skyfire and or monster hunter makes you pick up a FMC. Missilesides with skyfire same thing. One quad gun and one unlucky grounding test erases a harpy.

      I think a 3 exocrine list with some venomthropes will be one of the best starting points.

      Delete
    2. What template weapons are the flyrants using?
      And how are you getting close enough to use templates on turn 1?
      What is using small blasts?
      Since everything is AP5 or 4, There will be a whole lot of armor saves going on. And you are very vulnerable to flyers.
      You are going to put a Venomthrope behind an ADL? To what, protect 10 gaunts? Thats 160 points to protect a 40 pt unit.

      Delete
    3. Thank you Benito Quentin for proving to us that you are bad at making army lists and generally have no idea what you are talking about! We can now disregard all of your posts...unless of course you are trolling in which case, well done.

      The bottom line is this:

      1.) Things that got cheaper were overcosted to begin with so this was like some shady store that had something that should have sold for .99 cents marked as selling for 3.99 and now they finally have a sign saying "SALE, was 3.99 now .99 cents!" And people that don't know any better are going "see, you got a buff!" The problem, like I said, was that things cost too much in the previous codex and now that they are cheaper, that doesn't make them better...They still generally cost too much tbh.

      2.) some things are still too expensive for what they offer and they actually got NERFED due to less options or a lack if necessary options to make them viable (such as stealers without grenades, warriors without T5/EW, no ready access to 2+ saves, no RELIABLE AA). Those are just a few problems amongst many in this category.

      3.) some things actually got more expensive for no reason! Primes, ripper swarms and Hive Guard were apparently too strong for thier points costs...Really?

      The basic facts are things that got cheaper don't matter because they were overcosted to begin with, have more expensive and less useful upgrades and the glaring problems that nids had generally were not addressed at all. Therefore we still have a terrible codex where things still cost too much and now things are actually worse because the problems from the previous train wreck were not addressed.

      Anyone that says "wait until you have the codex, or a few months after" have no idea what they are talking about because if you walk into a bathroom that smells like poop, you don't need to wait until you reach the actual toilette to know someone recently took a dump and you do not need to wait a few months to do some kind of test to make sure it was poop...

      Likewise, this new codex smells like poop, looks like poop and no amount of waiting or testing will change that.

      Delete
  31. I'm seriously considering not buying anything from GW anymore. I was already sick of paying that much money for plastic, now I'm supposed to pay for lame, boring rules to play the game ? This codex is a blatant middlefinger in the face of every person who really cares about balance and quality writing.

    I guess adding to the already common net rage won't improve it, but god do I need to express how I feel, at least for my own sake.

    This whole thing just screams incompentence and pure lazyness, and anyone thinking otherwise is either a fool or lying to himself.

    In all honesty, I think anyone of us could have come up with better than this. It just makes me sad that so little heart, passion or effort is put into this.. And I'm so sick of the money-grabbing, false advertising d*ckbagery floating all over it.

    Is asking for BALANCE too much ? Can we please have a balanced game/codex ?

    Tau and Eldar for me were quality books, yet not perfect. But it stops there. Escalation, Formations, Giant effin' robots; It was GW whoring itself to rich and credulous young boys with no social life while disguising itself as great new and innovative material for all those vet gamers that still cling to hope and that have chosen to forget the old days because not having done so would've meant leaving it all behind.

    And people are generally to scared to just let it go only because everything that made it great is gone.

    It's become a souless company, and I don't feel as a priviledged member of a great and unique hobby anymore.

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    1. Warhammer 40k is expensive yes, but smoking is even worse ! I don'T smoke so I can put money on the side for my models and because I'm a pro painter I can sell them for at least the price I paid for. Practice, paint, it's a hobby. If you do it the wrong way your the only one to blame.

      Delete
    2. Actually, when looking at what I would like to buy most of the time, I now feel like an idiot trying to justify to myself the cost of stuff that won't bring me much in the longterm for so many reasons, the worst one being the more and more common conflictual thinking of people in the community, wich is leading and will lead to more sad stuff such as: "I won't play you 'cause you have a Lord of War" or "Can I pleaaaase use the 5th ed Tyranid codex for this game man ? Just for ounce.. ?" Wich when you think of it is ultimate grimdark irony right there.

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    3. Oh, don't worry about wich way I take the hobby. Gaming always comes second, still gaming is of large interest, like many if not all of us here.

      When gaming was fun, you could add that to the justification pile of the horrendous price of the models.

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    4. There's no I win button with Tyranid. There's a lot of WTF you will do with all this Sh.t in front of you. Don't forget the entire army can have Fleet, even your MC. Lictor infiltrate 18, round 1 move in full cover and round 2 mawlock hit the table without scatter ! That's an exemple of stuff not possible before. There's a lot of combo like that. The only thing I rly don't like is the fact you can't allie with yourself. This mean othe codex can have 3 HQ easely and tyranid only 2.

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    5. Just read the now verified rumors, then read a properly balanced codex that has character in its writing. This codex is trash because it is monobuild as hell, even more so than its previous incarnation wich was already badly executed.

      I don't want to field mawlocs. I don't want to field things just because they are the ONLY "I MIGHT win" button. I want to field fluffly armies with bloody character that can just work properly, whatever I choose to add in. That is how things are supposed to be, and that is what this codex does not at all.

      Delete
    6. Fleet is pretty weak. It makes you a *little* faster, but really not much. It adds a little more than an inch per Run, and 1-2 inches per Assault. A help yes, but considering how weak CC is already, not nearly enough to be useful. Nids are one of the slowest armies in the entire game.
      Your Lictor trick is complete BS. You will still be 12" away from the enemy, so the Mawloc still can't do any damage.
      If you do manage to get within 6", it means they can either A) assault and kill the lictor, or B) just move a couple of inches and be out of range again. The Lictor Mawloc trick does *not* work. The lictor Mawloc trick was possible last codex, and was just as bad then too.

      Guru, I am with you. Don't buy anything new, but contact GW and express your problems.

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  32. Everybody who's defending this codex is talking about "combos" or what they think of what is "synergy" and such..

    This is not a set of cards. It is not a freaking game where you can simply replace X by Y without any problem to gain in effectivness. I like goddamn Ripper Swarms, and I want to field them and still look serious. Can I do so now ? No, I absolutely cannot. Same thing with just as about everything.

    There is no apparent synergy for now apart from the blatant link between synapse and non synapse creatures, wich is a fluffy downfall that in my opinion should always stay.

    Basically the pros are saying: "Wait 'till you have it in hand ! You MIGHT find a hidden gem of usability, probably in the form of spammed and unimaginative units ! Daemons can do it ! Eldar can do it !"

    We don't want a monobuild sh*tty spam fest of a codex. We want EVERYTHING to be useful in its own right, every option to be worth taking. We deserve it, like everyone, and maybe even more so given what we had before.

    And that because it's what GW promises to us everytime: Premium and quality rules with depth and immersive character. I would buy such things at the price they are now currently sold.

    But we are not getting all of this. We're getting a lazy excuse of a book made for quick-term, impulse buy profit.

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    1. I have not heard any 'pros' say the codex is any good. All of the pros I have seen write about are pretty convinced it is drek. It is too simplistic to have some hidden combo, and even if it does, the codex would still suck.
      Synapse is not 'synergy' it is 'dependence', there is an important difference.

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  33. I was hoping that a mostly warrior based army in pods would be helped out by this new codex. In the last codex i often agreed with my opponents that i could run a prime in a pod with warriors (despite the idiotic ruling against it). It didn't win very often but warriors with twin boneswords were fun in combat. Looks like that army has been ruined. Its not like warriors are an iconic part of the army or anything. Its not like one is on the cover right? Am i really supposed to walk them across the table? I think ill stick to my Daemons now...

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  34. As many people have pointed out-the codex is garbage. You should NOT have to wait a few months after the codex is released to play test it to come up with some super secret successful way to play the codex...

    If you are in the market to buy a car and come accross one that looks like trash and drives like a terrible car with terrible features and the salesman tells you that you need to actually buy the car to appreciate it or wait a few months after you buy it and drive it a bit to figure out how it drives without sucking-you would think he was a moron and walk out of the dealership never to return!

    Likewise, a codex should be good and decent on its face and everything should flow and work in any army list. Sadly, what we have a lot of times are a few units that are super effective and a bunch of trash that is unusable and you don't need to wait until a codex comes out (especially if enough of it is already floating around) to get a feel for it. Likewise, players that know anything about anything in terms if playing 40k and amy list design don't need to play test something to know if it is good or bad...

    The tyranid codex patently sucks on its face and there are no things that look "super effective" on the surface and no amount of digging will reveal any super successful way to play the army.

    All this topic has revealed is that the community has been polarized between people that KNOW what they are talking about who realize this codex is a train wreck and people who have no clue about playing 40k or army list design who say this codex is just fine.

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