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Monday, July 18, 2011

Joining the bandwagon: How to Fix Tyranids



It's pretty well-known that the Tyranid codex is the red-headed stepchild of 5E. Hell, we weren't that hot with the 4E book, either, shitty Nidzilla lists aside. I may disagree on the degree to which the codex has problems (as bad as Necrons? really, Stelek?), but I think we can agree that the problems exist and are major enough to place them well below the other updated books. As of late, it's become popular to post lists of "fixes" for how one would handle redesigning the book to be more functional. This is my shot at that.

HQs
Tyranid Prime: Add an option for Wings for 20pts. Let them get into Spores with their buddies.

Hive Tyrant: Indescribable Horror works on any unit that wants to shoot or charge the Tyrant (only if he is alone.) Hive Commander stacks. Deathspitters on monstrous creatures are S7 AP5 Assault 6 for 20pts. Devourers are 10pts, Strangler is 15, HVC is 20. Psychic Scream is 12" radius and no cover saves. The Horror works on Fearless/etc units. Leech Essence and Paroxysm are 18" range. Thorax Swarm is 15pts, Armored Shell is 25, Wings are 40. Shadow works on guys in vehicles.

The Swarmlord: Invuln is either just a straight 4++ or a 3++ in CC. BS increased to 4.

Tyrant Guard: Boneswords are 10pts.

Tervigon: Onslaught is not a psychic shooting attack. Stinger Salvo is 24" S6 AP- Assault 4.

The Parasite of Mortrex: Either give him a 4++ "dodge" save or make any model he kills spawn Rippers, not just those that fail a test. Alternately, give him a Power Weapon instead of Rending and T5. (In the former case, outflanking units lose a model automatically rather than having to test.) Either he or the Flyrant should make Shrikes and/or Gargoyles troop units.

Elites
Hive Guard: Probably a small price bump, maybe 5pts/model. Hey, you can't have everything.

Lictors: They don't get to assault out of deployment, sorry, that's Ymgarl's schtick. Let Pheremone Trail work when they're off the board or let them come in automatically first turn. Give Flesh Hooks three shots or make them BS4.

Deathleaper: Drop cost by 10pts or give him an invuln in CC, probably a 4++. Flesh Hooks and Pheremones as above.

Venomthrope: Make them T5, give them Stealth, or have their "aura" grant Stealth. The latter seems like the best fix, although it probably necessitates a cost increase.

Zoanthrope: Move back to Heavy Support. While it fits just fine in Elites, there is a need to diversify anti-tank in the codex. A little something to make Warp Lance more reliable would be nice, too.

The Doom of Malan'tai: Spirit Leech doesn't allow cover saves OR affects units in transports but allows cover saves. Probably move to HS along with Zoeys for uniformity's sake.

Pyrovore: Change price to 25pts per model or let them "throw" their templates a distance and give them a survivability boost (3+ or W3). Maybe an upgrade to I2 would be nice.

Ymgarl Genestealer: Grenades. They don't really need anything else.

Troops

Tyranid Warrior: Venom Cannons S7 or twin-linked.

Genestealers: Grenades option (1-2pts), possibly as an upgrade for the Broodlord (i.e. "if I'm here my whole squad has grenades.) Aura of Despair should be used during/before shooting phase so it isn't worthless.

Mycetic Spore: Remove the retarded FAQ changes; Primes can join anyone's Spore, you can drop a Spore empty if you want, and Tank Shocking won't move them (the tank stops 1" short.)

Termagants: Stranglewebs are free or S4. Spinefists are free or 18" range. Spike Rifles are free or 24" range. Giving them a way to glance tanks at range might be nice also.

Hormagaunt: Decrease to 5pts, with the option for Adrenal + Toxin for 8pts. Alternately, make them 7-8pts and Beasts again (losing the 3d6 run.)

Ripper Swarms: Make them scoring. Decrease the cost of all their options by 1pt. Alternately, make them 6-8pts/base instead of scoring.

Fast Attack

Shrikes: 4+ save or 5pt cost reduction. Make their options the same as Tyranid Warriors'.

Raveners: 4+ save (4++ in CC?) or some other boost in combat.

Sky-Slasher Swarm: Seriously, why do these even exist?

Gargoyles: They're fine! Just make a way to have them as troops via a HQ or something.

Harpy: 10pt cost drop and either T6 or 3+ save; or larger (~40pt) cost drop. Give it three attacks and WS4 for crying out loud, MCs shouldn't be atrocious in a fight. "Derp, I'm like a Dreadnought but fewer attacks, lower WS, and your regular guys can punch me to death without needing a Fist."

Spore Mine Cluster: 5pts per model. Let them either do their wacky deploy thing or Deep Strike normally (exploding if they mishap.)

Heavy Support

Carnifex: Drop cost by 30pts or by 10pts and let them take whatever options they want (i.e. wound allocation nonsense.) Change Deathspitter and other gun options as with Tyrant. Give them I2; WS4 would be nice, also. Toxin should be on a 2+ or at least a 3+. Crushing Claws should be +d3 attacks and rerolls against other MCs/vehicles.

Old One Eye: Make him an upgrade to a Carnifex squad. Give him Ld9. Let his attacks chain infinitely, a la Blood Talons. Give him a 2+ save. Drop his cost some on top of all that, because seriously.

Biovore: Let them shoot at targets they can't see while Lurking. Maybe also a small price break of S5 on the hits.

Trygon: Let units pop out of his hole the turn he arrives. Alternately, treat it as a board edge when entering (so they can move full distance and potentially assault.) Let anything except flying critters arrive by the hole, because if it's big enough for this 8" tall "everything on the board has LOS to me" monster, I'm sure a Huggafex can fit through.

Mawloc: Give him two sets of Talons and WS4. Also, give him Fleet. Why fuck doesn't he have Fleet? Don't allow cover saves against his Terror from the Deep rule. Make it so he can't mishap on terrain. Hell, make it so he ignores terrain when he moves; dude is burrowing, right?

Tyrannofex: Make him 210pts instead. Or make the Fleshborer Hive and Rupture Cannon be additional fire modes for his main gun (a la the Soulgrinder), not replacements. Or make him BS4 (or twin-linked) and ~20pts cheaper. Throw in another small upgrade as well (T7, WS4+Scything Talons, an invuln, whatever.)

Overall
So what are we adding? Anti-tank options across the board. Price drops on the MCs to even them out with all the extremely cheap tanks out there. Opening up some of the obviously-shitty options. Enabling reserve builds. Enabling swarms of little bugs. Giving the army a couple long-range options they don't have to pay through the nose for. Making the special characters actually viable.

What aren't we doing? Letting the whole army assault the turn it arrives. Making everything mega-cheap. (Cheaper, yes, but 100pts for a T6 body is a ridiculous deal.) Making any of the options for armor-ignoring CC attacks cheaper than they are or giving armor-ignoring ranged attacks, which are out of theme for 'Nids. We also aren't making the "good" units any better at what they do, because in most cases those guys are just fine; the point is to shore up the units that are missing things.

Comments (56)

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I love how half the solutions to needs seem to be "Add invul or increase toughness"
1 reply · active less than 1 minute ago
Mostly for the ICs because it was arbitrarily decided that we were not allowed to have such things.
Karnstein's avatar

Karnstein · 719 weeks ago

Simple Solution: Wait until Mantic Warpath rules mature a bit and include rules for playing space aliens with claws&tentacles.
One thing I'd like to see is being able to split broods, more specifically Lictors and Venomthropes. I think Zoans, and maybe even pyrovores would benefit. I don't want to use all of my elite slots for 3 venomthropes covering all of my units AND lose my major anti-tank unit. Maybe even allow them to join units like WG.

Ymgarls NEED to be cheaper. 23 points is crazy expensive.

I'm surprised you haven't considered more about the survival needs of some of the units. Warriors shouldn't die straight outright to a psyautocannon bolt, when a marine gets an armour save. Even Ravs and shrikes would be upgraded to a similar poor level. Multi-wound models really need Eternal Warrior. Having to play such a tight game that these units need cover or they get auto-deathed is just not cool. If I can't have eternal warrior, then my 5+ needs to be 5++ at the very least. At a similar point level to Terminators, they're just so much worse.

Ripper swarms... I don't care if they're not scoring, they shouldn't fill FoC slots... what do they do?

Heavy MCs... Drop them all by 20% and make T'Fex BS4. Done.

FoC mixing up is obviously required. Winged Primes should make Shrikes and Gargoyles troops. Tail should be an upgrade (to beast) for a prime to do the same for Raveners.

Lots of other changes, but I'm tired.
1 reply · active 719 weeks ago
23pts isn't that expensive for something that can pop up anywhere and get in an assault. Ymgarls are crazy good, just a little broken by their lack of grenades and by the fact that they can be lost if a unit fills the bit of terrain they're in, which means paying more for anything over 5-6 of them seems risky to me.

14pts for genestealers is crazy expensive... when you compare with what 15pts of grey hunter gets you. But if the genestealers can hit first... it all changes.
My favourite rule, ever. Lictors may be placed anywhere on the board outside 1" of enemy units. They cannot assault the turn they arrive, but can shoot (or run) normally.

Think about it for a second. You can deploy ANYWHERE on the board. After that, you can run. With which you still cannot get closer than 1" to any enemy. Again. You can deploy anywhere. THEN run. Why the f*ch would I run when I can deploy anywhere??? Changed my mind or what??? Nonsense... just nonsense.

But yes, the Lictor should be played as it is on the board from the very beginning, but stalking, lurking, is camouflaged, etc... Secret deployment like Ymgarl but without assault. But, considering that Lictors ARE the ultimate assassins fluff-wise... Like Predators or something like that. (Which makes me think about the movie Predator if it was about a Lictor. It uncloaks, politely waits for Arnold's reaction, and until he empties a full magazine of ammo into it's stomach, THEN tries to attack him. Hell. Cruddance should have watched that movie to get the idea of a lone cloaked killer beast...)
allow differen wargear for wound allocation on warriors.
1 reply · active 719 weeks ago
Wound allocation doesn't really help on models that tend to insta-die to str 8 weapons rather than torrented.
Plenty of interesting ideas here; one thought I'd been wish-listing for the Mycetic Spores would be to allow their shooting attack (Ripper Tentacles) pull units hit/wounded (one or the other) into close combat for the following Assault Phase - allowing it to tar pit units would certainly make it more of a threat, but at BS 2 and R: 6" (and WS 2 for that matter), it still wouldn't be much more than a nuisance. I mean, why do we have a S6 3A MC that will almost certainly never see combat?
1 reply · active 719 weeks ago
No. Just No. Automagically pulled into CC with a monstrous creature on the turn it deepstrikes in? Who, BTW, ignores armour saves and is fearless, so the only way my squad can escape from CC is to run away or kill it. Not going to happen.
A lot of people are advocating Eternal Warrior for the T4/W3 dudes, and that would be friggen sweet. I loved that back in 4th. The problem being is that was almost too good, and now that Warriors are Troops and the onther units are a lot more viable, that would be pretty broken with out a significant point increase.
I suggest, instead, that they have a rule that the first time a model suffers a hit that would otherwise insta-kill them, they are instead reduced to 1 Wound(obviously this dosen't allow a model with one would to simply ignore a killing blow). This is very situational, but still prevents you from losing an entire squad of Warriors to a devastator squad in one turn, and kinda fluffy as it represents the HIve Mind forcing the last weeoping dregs of their body to limp forward a little while longer.
just take the new units (hive guard, tyrannofex and trygon ) and put them in the 5th edition codex. I don't care what anyone says, this book is crap compared to the last one. Yes Ive tried lots of builds and even the decent ones suck. Theres a reason I've got 20k points of tyranids boxed up in the den instead of getting painted for games...
3 replies · active 719 weeks ago
I think you meant to say the 4th Edition codex.
You know, the one I used to lose to.
penis waving match! I see your boast Sandy. Vassal or Australia - your choice =D lol.
What....the...heck.....is GOING ON in that picture?
Jeez, Puppy....
LOL!
1 reply · active 719 weeks ago
Obviously he rolled a 6 on his to-wound and caused instant death.
Ok, so Here are the two things I think would make the easiest and quickest fix. Mid creatures become W2 T5, Should statistically come to the same against bolters, but saves them against S8.
The second change is to give the Harpy free twin linked Impaler cannon. OMG, this fast moving semi-weak MC can now move into position, stay in cover, and yet still fill his role of anti-tank. and it is in the Fast attack slot.

Those two simple changes I think would allow a wider variety to be taken and still be competitive.
Matais Yohansen's avatar

Matais Yohansen · 719 weeks ago

One thing I think would greatly help would be if models with Move Through Cover counted as having assault grenades. You mean to tell me that the beasties that can ninja their way over terrain normally get tripped up right before they're about to attack someone? I find that rather difficult to believe. Even if it comes with a points hike, I think it'd be hugely worth it.

I do think Shadow in the Warp should affect guys in vehicles, but not things like Doom of Malan'Tai or Leech Essence. GW has pretty firmly set the precedent that you can't kill guys inside transports with anything except the explosion of said transport. Maybe Doom's ability is like Superman's X-Ray vision: it can't work through lead, and that's what Marines use in Rhinos or something. I want to suggest it affecting open-topped vehicles, but that would be stupid, as it would ruin Orks and Dark Eldar while giving Marines yet another advantage.
Although I can see specifically why Leech Essence doesn't work against guys inside vehicles. It's a shooting attack, so if you want to then assault...well, how can you? Maybe a wording in the rules would be easy enough to clear it up, but still.
Nurglitch's avatar

Nurglitch · 719 weeks ago

I would have gone for something way more radical, because I'm one of the minority that really likes the Tyranid Codex and doesn't find it under-powered.

However, what I did find was that my army didn't fit when it came out: My army list had been based on Tyranid Warriors in HQs and Elites, with Lictors in Elites, and then Without Number Termagants (renaming them Termagants was the best thing the next Codex did; fuck that 'gaunts' bullshit).

To my mind what might have worked best would have been making Tyranid Warriors more like Tyranid Primes, and have integrated swarms, units that could abuse the ever-mutating shit out of Tyranid units. So not just complex units of stuff Tyranid Warriors and Carnifexen, but including Termagants and Ripper and so on.

I also would have had Barbed Stranglers (and Stranglethorn Cannons) create Difficult/Dangerous terrain, and sold 5" diameter Tyranid terrain.
1 reply · active 719 weeks ago
They were technically Termagant-species Gaunts in the last book. :P

There's a lot of interresting ways they could've changed things, but I was aiming for a solution that kept the existing book as intact as possible and simply tweaked rules/stats/costs to create viable options.

(I like the new book better than the old one, but that doesn't mean I don't think it has flaws. It does pretty okay in casual play or areas where mech is not an issue, but elsewhere....)
WestRider's avatar

WestRider · 719 weeks ago

I'd play the hell out of that Dex. Some other random thoughts I've had on the matter:

- Reserves Manipulation: Have it be optional, like the Autarch's boost. Sometimes you don't want things coming in earlier.
- FOC Manipulation: Something should definitely unlock Gargoyles as Troops. Either a Flyrant, winged Prime, or the Parasite. Maybe something that would let Warriors expand to Elites and/or Heavy Support, with some sort of mods, like the 3rd Ed Heavy Warrior Broods, half of whom could pick up a BS or VC. Elite Warriors perhaps get Prime WS/BS even without a Prime Attached.

- Tyranid Prime: In addition to the option for Wings, let his Alpha Warrior Rule work with Shrikes
- Lictors: Make Flesh Hooks AP6
- Pyrovore: Needs to be improved, not just get a Points Drop. Otherwise his opportunity Cost is still too high. I like the ability to throw the Template here.
- Warriors: I'd like to see something to differentiate the DeathSpitter a little more from the Devourer. My ideal would probably be something along the lines of S6 24" Range, Assault 2. Venom Cannon should be Assault 2 instead of Blast, probably S7 as well.
- Gaunts: Allow one Brood per Warrior Brood to be taken without occupying a Troops slot. These Gaunts can't take Upgrades or unlock a Troops Tärv.
- Hormies: I like the idea of them at 7-8 Points as Beasts. That 12" Assault was really useful.
- Rippers: I like them as a non-Scoring choice, but they need something to still be worth it. Your Points drop might well be enough.
- Raveners: Give them the option for Adrenal Glands and Toxin Sacs, like every other Unit in the Dex that has any options whatsoever. 4+ Armour Save or a Points drop would probably be nice, too, but the missing AG/TS was one of the first faults I noticed in the Dex when I got it.
- Fex: Needs some kind of Defensive upgrade. WS4 is obvious, but I kind of like the theme of aggression over defense by skill implied by the low WS and Re-Rolls to Hit. I think I'd rather see a 5++ Save or T7. Crushing Claws should give +1 on the Vehicle Damage Table. HVC should also go to Assault 2 instead of Blast.
- Trygon: Maybe go with the old Rules for him, where you nominated a Brood to be following along in his Tunnel, and they automatically popped out the next Turn. And yeah, anything without Wings should be able to come along.
- T-Fex: BS4, I think. Change the Fleshborer Hive to a Devourer Hive: S4 AP- 18" Assault 30. Give him something to represent the Defensive Pheremones mentioned in his Fluff. Other Nid Units in the same Assault as him get Preferred Enemy, maybe.
IMO, one of the simplest ways to make Nids *Scary* again is to let Onslaught target units which have already fired, Tomb-King style. *Cackles maniacally*...while we're at it though:

Indescribable Horror: Units with a model within 18" of the Tyrant (that and Shadow is Range 18" as well) take Morale tests on 3d6. Congrats, you've got yourself a terror-bomb.
Re-merging Biovores and Pyrovores into the same unit would clear up a lot of headaches as well, especially if said Pyrovores get the Tfex Acid-Spray (or a weaker version even). Or...just bring back Bioacid Spore Mines.
These fixes are really awesome, would make the codex playable and many options usable and viable again.

An interesting question that has been bothering me about nids: how come that maximum T for nids is 6? Even the fragile Eldar can build something (the Wraithlord) with T8. I guess Tyrannofex (hell it's an evolced Land Raider, a living TANK!) should be T8. It was evolded to withstand the biggest amount of punishment... Make it T8 W4 Sv2+ instead if T6 W6 Sv2+. And give it some ability so that can ram tanks. But that's more of a wishful thinking than actual fixing (like make the Harpy as a "transport" for Gargoyles).
5 replies · active 719 weeks ago
Well, the Wraithlord is a legacy piece; if he stays, it'll only be because people like him and he's cool. T6 is the breaking point for "normal guns don't hurt us but heavy weapons still do," so I get why they chose it.It wouldn't been nice to see one or two higher-toughness bugs, though. T8 is a huge deal because it lets you shrug off Marines eternally, which people get pissy about.
And that makes it different from a Dread how?
It doesn't, but that won't stop people from getting pissy about it because you can't use grenades on them, etc.
Agreed, but Dreads get nid players pissy because nids don't have grenades and S4 isn't going to do anything versus FA12... And, W3 won't save anything from being killed (I'm looking at T4 W3 bonesworded Warriors / Shrikes right now because they cannot break cc ever from a Dread) Oh sorry, Dreads are S10 and ignore armor. Is that Instant Death T4 in CC despite power weapon and 4+/5+ and W3? Hell, THAT pisses me off as a Nid player.

So yeah, nid players get pissed off as well, problem is, no one (and first and foremost, GW) cares about it.

GW should have the balls and admit that "guys, we messed up the nid codex big time" and release a huge errata or Rev 2 codex along with the missing models in the 2nd wave... Of course, Rev 2 is just daydreamind but... will the 2nd wave ever happen? Or should we all shelf nids until 6th ed. and start Dark Eldar / Grey Knights / wait for Necrons? The latter thought makes me a sad panda.
Nah, not really.
Don't forget the recast model hasn't exactly sold like the proverbial hot cakes, so it NEEDS to stay around until such time as they get their profit from the kit.

In addition, Wraithlords are a hugely integral part of Eldar fluff, even if they have somewhat been subsumed by the invention of the Autarch to fill the historic role of Wraithlords in the Council.

I am incredibly hopeful we shall see a diversification of Wraith-Constructs in much the same way Eldar Titans vary from Revenant to Warlock, to Phantom.
How about changing the FoC for the nids, HQ and Troops stay as they are, with the elites, fast attack and heavy support all being thrown in to one big slot of 9 choices, this would gave a greater ammount of flexability, the beneift is that it is simple change, does not require points changes or updates to any of the units
2 replies · active less than 1 minute ago
5x Tervi, 18x HG?
While obvs that wouldn't work, there is provision in the BRB that a Codex(es) can be released with their own FoC inside, that they follow instead of the standard. I think Orks should have one, for instance, as the FoC as is cripples them more than any other book (closely followed, ofc, by Nids)

The theory has merit, but the execution here is 'unpolished'. :)
Ok then, heres a slightly modified version, you can take a fourth selection from Elites, FA and HS, but if you do you can only make 2 selections from the other 2, example you take 4 elite slots, but you can now only take 2 slots from FA and HS, but you can still go 3, 3 and 3 if you wish
1 reply · active 699 weeks ago
Check out the rumours for the Chaos Legions codex - if they're true, it'll set a precedent for such a change.
Abusepuppy, what do you think about move through cover = assault grenades? Makes a lot of logical sense.
7 replies · active 719 weeks ago
Warrior_Warlock's avatar

Warrior_Warlock · 719 weeks ago

Seconded! i like it. im also a fan of making creatures in synapse range immune to instant death.
I find it unlikely they would go back to that.
Maybe that was a bit strong - a Warrior would take 2 Krak missiles with T4 W2 and Eternal Warrior as was in 4th codex - the same as it would take it it was T5 W2 instead of T4 W3 know. Although fluff-wise I fully understand that being close to your monster-friends will not make you a god and give you the ability to withstand an impact that a battle tank won't, but hell, in this case, make millsile launchers as pricey as deadly they are!
Or for crying out loud, give nids some decent AP3 weapons to melt power armour! We are talking about evolution here... evolve some dirt strong poison that melts through power armor. Give a chance to bugs at least...
I love it. If I could have one change FAQed for the codex, it would be just this.

I had 18 stealers with a broodlord attack a grey hunter squad in cover this weekend.... and lose. Argh!
Comes to my mind that Stealers are referred to as the ultimate killing machines, that even Space Marines fear because Genestealers are so so badass in CC. They should be THE ultimate CC beasts. In reality, hide behind half meter high bush (or better, behind a few blades of grass!), and watch as the ultimate combat beasts approach slowly because they fear grass more than 7 feet high superdudes in power armour, watch them die horribly to bolter fire and then cc attacks as they are too busy to... i don't know, tend their feet that has been... cut by grass? WTF?
It's an interesting idea, and one I've considered before, but it's a major change to how the rules of the game work, and would necessitate changing what Frag Grenades do to something else, as GW is not about to remove them from the rules.
Lots of things you could do. MTC = always strike simul when through terrain. MTC could do as frags do atm and frags do something else like strike simul against higher I opponents, etc.
I feel sorry for nid players. Cruddace and GW should hang their heads in shame over such a terrible codex.
with a fix list that long, there is no way that you can not say the nids dex sucks big time.
nearly everything has a problem vs pts paid.

The only reason I didnt sell them all off is because I have them nicely painted. GW srew it bad for them, time to shelf.
2 replies · active 699 weeks ago
I have been playing nids for 1,5 year now and I suffer greatly with them against my buddies Tau and Orkz... We currently play at 1000-1250 pts in which nids suck even more (we are slowly building up our model collection so I hope 1500+ will change things for nids a little...) Tau usually beats me 2:1 or 3:1, and never won against Orkz in 20+ matches... Maybe nids are not for me but this should be fun, not a struggling uphill battle and being steamrolled by Orkz no later than Round 3.
Bottom line, Nidz are a hard codex to play but not (only) because of synergy and Synapse and stuff, but because of the bad rules, the missing models, the design issues, and the FAQd up FAQ... The Hive Mind cannot outsmart any foe when the Hive Mind itself is so dumb not to evolve grenades / all the above fixes as well.
Damn. The only reason I don't put the whole army to the shelf because I put so much money and effort into buying and painting them and I really like the way they turned out... I'm a bit dissappointed in GW and the way nids are handled. :(
Just be glad you're playing Orks & Tau instead of Grey Knights, Imperial Guard & Space Wolves.
I reckon a simple codex changer would be to allow a single unit of warriors to be nominated as an 'alpha' squad - the only difference being that members of that one squad may be peeled off and attached to other infantry-only units like a wolf guard squad.

It would make infantry easier to control and MUCH punchier in combat (Boneswords) and would definitely see the return of swarm based armies in a big way. Importantly, it would make both reserve and swarm builds somewhat viable again, allowing for some much needed variety for those more competitively inclined among us.
3 replies · active 699 weeks ago
Swarm armies can already take two Primes, which mostly will cover your Synapse; the real problem is their utter inability to affect vehicles in any meaningful way and issues with mobility, flexibility, etc. A bunch of guys with 3s for statlines running around with no special abilities doesn't make for a good army.
You also miss out on using any of the other HQ's though, 1 Troops choice is significantly lower in opportunity cost than two HQ's.
Synapse isn't really the problem for most swarms. There are plenty of survivable Synapse creatures, it's the fact that you can't actually hurt anything (tanks, etc) that is the problem.
itcamefromthedeep's avatar

itcamefromthedeep · 697 weeks ago

If you're dong a quick and dirty fix you take the -1 on the damage chart off of the venom cannons and their heavy cousins. There, now you have anti-tank in every slot short of Troops (and even some S6 there). That means you can limp on until the next codex.

If you're doing an overhaul you do a friggin' overhaul, not this piece of junk.

6e fixes? Charging into cover means you lose the bonus attack for charging but doesn't affect your Initiative. That along with making vehicles follow more of the rules would pretty much solve the Tyranid metagame problems. Note that there are rumblings about Preferred Enemy working on guns, which would make Tyranids with an Old Adversary Tyrant into a silly firebase (T-fex, Hive Guard, Zoanthropes, Devilgaunts).

Other, face-saving fixes: Come out with White Dwarf stats for new models like what they did with the Vampire Counts beastie that you can make with the Zombie Dragon kit. For instance, do a combined Biovore/Pyrovore/Something kit, where the "something" is a new Heavy Support option that gets to kill tanks with its gun. Also: a new Hive Guard/Tyrant Guard/Something kit that includes another tank-hunting option for Troops or Heavy Support (maybe include wins in the kit and make it Fast Attack).
4 replies · active 689 weeks ago
The problem with the Venom Cannon (as opposed to the Heavy version) is less the -1 on the table and more that S6 just doesn't do much against vehicles. Certainly getting rid of the -1 would be nice, but I'd rather have S7 so I can at least get damage results more consistently.

All of the 6E rules we've heard "rumored" so far are total garbage. If any of them happen to be right, it will be by pure chance.

GW doesn't seem to have much interest in Tyranids at this point, since they've gotten no model support and no rules support for quite a long time now. One can assume that they are satisfied with where the army is at, which is unfortunate to say the least.
itcamefromthedeep's avatar

itcamefromthedeep · 695 weeks ago

The smaller venom cannon would be nice to have as real anti-tank and I would expect that to be a part of a good overhaul for the army. My criticism of your list here is that while it would help Tyranids win more, it's quite a laundry list doesn't do much to make options more balanced. The clearest example is wings and armored shell on the Tyrant, which you would make *more* obvious. The situation there is that the chassis is too expensive and shell/wings are too cheap relative to the base price, because almost everyone takes either the shell or wings and you barely ever see a Tyrant go without (even the eye-popping price tag on the Dreadknight jump pack wasn't enough to convince people to walk with them). Similarly you'd make the brain-leech Devourers an even more attractive option compared to the relatively rare strangler and heavy venom cannon. If you're going through this much trouble you should be trying to make the internal balance better, not worse.

I agree that current 6e rumors look unreliable to say the least, but so long as we're wishlisting it is a vehicle with which to make Tyranids work more as advertised.

The Vampire Counts release was pretty much out of the blue, as was the Fire Prism/Night Spinner kit. Tyranids seem as likely as any other army to get kind of odd mini-release. In any case the topic was fixes, and new units to cover weaknesses is certainly an option that could be exploited, with the benefit of not having to change any existing rules.
Armored shell isn't really a good option. Wings is only taken because without them, the Tyrant in a reserve list is a useless dork. 280pts is waaaaaaaaaay to much to pay for something that will regularly die to a single squad of Long Fangs. Neither of those options is "too cheap." Wings being cheap is balanced by the Tyrant's low surivability on its own. Armored shell being cheap is balanced by the fact that a Tyrant on foot is basically a big herpaderp target and a lot of the guns that kill him will still penetrate his armor.

Stranglethorn isn't great, but it won't ever be as long as we play 5E and tanks are king. You could make it zero points and people still wouldn't bother with it. Devs are good, but short range is a big limiter in an army full of short-range guns.

>Tyranids seem as likely as any other army to get kind of odd mini-release
Given that they have no gotten any releases of any kind at all since their codex, I would argue otherwise. VC has gotten several different kits over the past several years; I believe Eldar have as well.

The point of "fixes" here was not to create a new and balanced codex but to supply some relatively simple (mainly stat/cost changes) things that could be done to make the book work better again. To really "fix" things would involve designing the codex over again from scratch, because that's pretty much how writing a codex works.
I agree with puppy here. Even daemons got a battleforce box out of nowhere.

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