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Tyranid codex

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Re: Tyranid codex

Postby Angelwing » Thu Jan 23, 2014 7:58 am

So, overall feelings.

Once again we get a few changes just to make changes. We get some much needed improvements and we get some pants on head silly nerf battings. We still have some unclear rules (twice in a row for two items) and we get some rubbish stuff that got no improvement. You still get the feeling GW doesn't quite know what to do with tyranids.
We also have several missing in action entries: Ymgarl stealers, parasite of mortrex, doom of malantai and spore drop pods. Strangely enough, on warseer, the chapterhouse court case thread, a list of items that the law says chapterhouse can continue to produce has been posted. By sheer coincidence guess which items are included on that list?
Its the loss of spore drop pods that will tick most people off. I'm lucky in that I spent about £5 on 6, and didn't spend any time converting them. They will do fine as terrain until the next codex / online DLC from GW along with a new model turns up. They really helped the codex perform, and will require major rethinks on how to use some units. Pyrovores have lost their only real way of being used. I'll struggle to justify using mine now. Still at least the bloody stupid FAQ answer that prevented a tyranid prime from joining a unit in a pod no longer applies......
Speaking of the FAQ, as its now gone, tyranids can now use emplaced weapons again. For now.

Edit: forgot to add that all Int 1 creatures are now Int 2 which helps with powerfists and JOTWW space wolf players. Also, its come to my attention that tyranids with two sets of close combat weapons now have to choose which one to use rather than then stacking as before. If this sticks, then the old warriors with rending claws and boneswords will be way overpriced. However, in the previous book, they didn't really have the stacking rule, it was FAQ'ed later, so there may be hope in the future. Real trepidation on a FAQ now.
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Re: Tyranid codex

Postby KInG » Thu Jan 23, 2014 2:09 pm

wow Jim... thanks for that in depth analysis.. Good reading ;)
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Re: Tyranid codex

Postby timewizard » Thu Jan 23, 2014 3:15 pm

Yeah, great job Anglewing, lots of good information there!

And it wasn't till you brought it up that I noticed the spore pods were gone. So much for all the great conversions people went through.
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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Re: Tyranid codex

Postby killmaimburn » Thu Jan 23, 2014 4:18 pm

Angelwing wrote:We also have several missing in action entries: Ymgarl stealers, parasite of mortrex, doom of malantai and spore drop pods. Strangely enough, on warseer, the chapterhouse court case thread, a list of items that the law says chapterhouse can continue to produce has been posted. By sheer coincidence guess which items are included on that list?.
that was gospel of the widely held internet.. from the 11th/1
http://greenblowfly.blogspot.co.uk/2014 ... ds-to.html
A V depressing article.

however it should be noted..over time his view now is
"I think Tyranids are strong and can do well in the current meta versus Chaos daemons, eldar and Tau. I definitely see the right build as having the upper hand versus Tau. Shadows in the Warp is going to hurt both both daemons and eldar. Tyranids are inherently stronger than daemons in close combat.
"
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
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Re: Tyranid codex

Postby KInG » Fri Jan 24, 2014 12:39 am

So not as bad as everyone was first thinking... its usually the case ;)
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Re: Tyranid codex

Postby Angelwing » Fri Jan 24, 2014 5:27 am

Over all I think its ok. There are a few points that need FAQing, and there are a couple of stinker units, but the points are mostly on the ball. You have to use cover and psychic powers wisely now. Armoured shell is gone, so no 2+ saves for anything bar the tyrannofex. Its venomthrope shroud, catalyst and regeneration all the way, behind a wall of expendable stuff.
It will compete quite well, but I think you will quickly see the cookie cutter lists.
The previous book had some power too and did fine for me in my environment, but the book was rushed, barely play tested and a bit of a mess. There is an element of that in the new book, and a hint of lack of vision. The fact it was written by 'The GW design studio' and not one author suggests this lack of vision.
But: Its what we've got for now, and I'm looking forward to 'gulping' marine captains, dragging down a farseer with rippers and seeing waves of orks and gaunts crash together on the tabletop.
As Colonel Cockroach says " There's plenty more where they came from!"
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