How I learned to stop worrying and love the 6th ed codex.
|
Post by Bukimimaru on Jan 9, 2014 13:04:10 GMT
Well Hive, here we are. Most of us have now read the new codex and its unanimously agreed - we are all upset, disgusted and worried about the future of our beloved army. I think there are already more than enough threads dedicated to our disappointment, so this thread is reserved for working out how to make the best of a bed situation.
I'm not saying we should be happy with the hand we have been dealt, but I (like many others) have become accustomed to playing with the underdogs, and just because the bugs seem to be worse than ever, I'm still going to use them in my casual games.
So the question I pose to you is this:
What do you LIKE about the new dex? What build are viable now that were not viable before? What lists can we still run that we used to run before? What new special rules do you like? What units have they improved? How can we use units differently now that have had their rules changed? Which of the new models is your favorite?
Just to be clear, this isn't a thread for bemoaning the loss of "this rule" or "that rule", its a thread for taking what we've got and kicking ass with it anyway.
I for one love the Haruspex model, and the rules for it look fun if nothing else. I'm glad to see Venomthropes finally getting some love.
|
|
|
Post by neontiger on Jan 9, 2014 13:21:00 GMT
Ive not actuelly read the codex yet so im just going on the leaked information thats been posted here and on Dakka and warseer and so far the pros for me are :-
1. Duel flying Dev Tyrants are staying in my list - decent point cost better BS though may have to play them differntly but there still our best anti air from what i can see plus a good utilty unit.
2. Tervigons took a major nurf unless your lucky and roll a 1 for fnp buff lol, will prob only include 1 maybe 2 of these.
3. could be the return of the cheap dakka fex broods resonable price and all those s6 shots and plus fexs are quit stompy now. There might be some combos adding a prime or something to these.
4. Massed infiltration units maybe small groups of stealers with broodlords trying to pin stuff from 24inch away combined with infiltrating lictors to put early pressure on opponents.
5. Biovors and now Mawlocs to break up gunlines fairly decent.
Just a few thoughts.
|
|
|
Post by Draezymous on Jan 9, 2014 13:22:03 GMT
For me, at the moment at least, all I have to add to this thread is that I really enjoy seeing many options on the Fex again. And despite the fact that flyrants are still the way to go to apparently, I'm also glad they were upped to BS4 to better fit their shooty roles. Venomthropes being ''fixed'' is nice too, but I don't think I will use them now anyways.
|
|
|
Post by Bukimimaru on Jan 9, 2014 13:24:41 GMT
Yeah, theres no two ways about it; the new Mawlock rules make it awesome. I'm glad the Carnifexes got a significant points reduction, I've got three but I've never had an oppertunity to use them. The new Spore mine rules seem to be prety hefty too. A significant points reduction and a few different rule make them useful again. (great news for me because I have about 40 of them. lol)
|
|
|
Post by rippedoffface on Jan 9, 2014 13:50:53 GMT
I'm excited about Venomthropes as well. Could make for some very cool combinations.
|
|
|
Post by nagisaki on Jan 9, 2014 14:01:20 GMT
Two of my favorite units got better, venomthropes and zoanthropes. Much happier with the brotherhood rules, as soon as I saw it in the BRB, I thought it would be great for zoans. Mawlocs got a great boost, although I'm still unclear on their deployment options. And broods of carnifex seem more viable now with the points reduction.
|
|
|
Post by Bukimimaru on Jan 9, 2014 14:13:59 GMT
I don't know about you guys, but I'm feeling better about the 'dex already. It's very easy to only see the negative stuff, which makes us sad, so we only see more bad stuff and the cycle goes on and on.
Just taking a step back and looking for a glimmer of hope, you find more and more stuff to look forward to. I'm not in any way saying the new codex is better than the last one, but I am saying we can make it work if we pool our ideas together and find the stuff that usable.
|
|
|
Post by sitael on Jan 9, 2014 14:16:54 GMT
I think I missed what changed with the biovores, are the spore mines more effective or something like this? (S, AP?) Because I saw it stayed S4 AP4. I don't know what the "Spore burst" rule is though.
I might use warriors cheaper with cheaper guns to sit on objective and act as synapse relay for exocrine/biovore. I don't see myself using tervigons anymore, with only one random power and all these nerfs for almost 200 pts! And you know what? I think it's good, at the end, because I was tired of playing always the same list...
I'm looking forward to playing with the 6th edition codex
|
|
|
Post by tarrasque on Jan 9, 2014 14:45:08 GMT
Still waiting until saturday for my CE codex, but I can say this much that's positive... 120 point carnifex models make me very happy. Also, all the new models look fantastic. I can't wait to start painting some!
|
|
|
Post by gloomfang on Jan 9, 2014 14:48:11 GMT
I think I missed what changed with the biovores, are the spore mines more effective or something like this? (S, AP?) Because I saw it stayed S4 AP4. I don't know what the "Spore burst" rule is though. When you miss with a biovore now they drop D3 mines. Spore mines are now units that you can actually run and charge with (1/2 movement though). You get +1S to the blast for every mine in the "brood" and they explode at I10. It's pretty nice. OK what I like about this dex. It will play a hell of a lot faster. There are a lot less re-rolls and using Zoens won't take 3 min to roll anymore. We still have one of the premier objective holders in the Tervigon. I think it is the only scoring MC in the game. Venomthropes are cool. I used to use them anyway so that is good. Return of the Red Horror is fun. He can also tank S8 at a unit of raveners. Return of the Godfex.
|
|
|
Post by thewarsmith on Jan 9, 2014 15:03:57 GMT
I'm not going to lie, I'm truly excited about this book. I know we lost some special (read "gimmick") stuff, but I think that the swarm is viable again. Also, some of the rules I REALLY like:
1. The Horror on Broodlords: Your Riptide needs a Ld7 Pinning check or he cannot shoot his Overcharge. Your Thunderfire needs a Ld6 or he can't lob his shells. Most dedicated heavy weapon units have mediocre Ld anyway, which is worsened against this power.
2. Blinding Venom: Gargs have one attack anyway, and we still wound everything as we did before from T4-6. Higher than T6 we took a slight hit to damage potential in having to hit first, but against T3 we wound on 4+ with a reroll now! Plus, that Blind can be very effective against Necrons, Tau, IG, etc.
3. A positive spin on losing an attack: Okay, so Trygons have 5+1 attacks now. But no rerolls, so worse in every way right? EXCEPT that Smash is halved before modifiers. SO: A Smashing Trygon now has 5 on the charge rather than 4. (5 attacks divided by two rounds up to 3. Add one for dual Talons, add one for charging). We end up with a net loss of one attack to go to S10.
4. ADRENAL GLANDS! Oh, I don't have to settle for that 1" stumble when my melee Carnifexes run anymore? Glorious!
Just a few of many things I like so far.
|
|
|
Post by FTGT-BeeCee on Jan 9, 2014 15:26:38 GMT
Firstly, love the Dr. Stranglove reference.
For me after the initial shock wore off I came to the realization that I still love Tyranids so i have to find a way to make them work.
Venomthropes are a unit i am going to try out, i really like the idea of shrouded because shrouded on top of the 5+ cover for interveneing models means i can roll a 3+ cover save in the open for the majority of my units. I just need to find a nice way to keep them alive. The Haruspex might come in handy here as a bodyguard for my Venomthropes to stand in front of them and get shot in the tentacle mouth.
I am also going to be looking at Zoanthropes- they provide some synapse and get 1 roll on the chart so maybe i can sneak out another catalyst.
The idea of an infiltrating broodlord with The Horror is intriguing. If you get first turn you could potentially lock down a unit with any luck on a -2ld pinning test.
|
|
|
Post by bronyzro on Jan 9, 2014 15:48:05 GMT
I'll be honest, I've given up so much on Genestealers I completely forgot that The Horror may actually be usable with infiltrating. Fun!
Plus, the thrope buffs are very well appreciated, and I love that they dropped fex prices. I never realized the new mines are controllable now. This is gonna be fuuuuuun. Can they charge the same turn they were dropped?
|
|
|
Post by eeknight on Jan 9, 2014 15:51:18 GMT
Warriors now have the ability to get "grenades" and hormagaunts are better, provided they're in synapse. I can really put the hurt on T3 armies. I'm happy.
I will really, really miss Mycetic spores though. Those carrying some devilgaunts saved I dunno how many games for me.
|
|
|
Post by Bukimimaru on Jan 9, 2014 15:53:18 GMT
Some really great stuff here guys, loads of which I had compeletly overlooked. Things that seemed like a callous nerf at first are starting to look more like very subtle improvments if used in the right way (see the Trygon loosing an attack above).
This thread has already made me feel a lot more positive, so for that I thank you.
What else have people found that they like about the new codex?
|
|
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Age of Sigmar, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Stormcast Enternals, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, Age of Sigmar and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 1975-2020, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.