Post by themisterpete on Jan 11, 2014 3:08:30 GMT
I've said it before and i'll say it again - I think the biggest issue with the codex is that GW simply doesn't know how to bring Tyranids into line with how the main game changes.
In 5th, when Mecha was king, we struggled because we don't have vehicles. Everything has toughness values and armour saves, nothing has armour and hull points. Now in 6th flyers are on the top tier, and while we do have fliers, they again have toughness and saves vs armour.
Everything can wound our fliers. Throw enough bolter shots at a flyrant and some of them are bound to hit, and some of them might even wound. You might then drop our flier out of the sky completely. Throw enough bolter shots at, say, a Night Scythe however, and you *might* cause a glancing hit if you're lucky but that thing will go right on truckin' through the skies. FMCs are great when you have actual fliers to back them up - i'm thinking Daemon Prince and double Heldrake here - but a purely FMC list has the problem of not staying in the skies. Even the stuff that is BIOLOGICALLY ENGINEERED to live in the damn skies due to the virtue of not having any legs can get shot down....see the problem?
I think they try and make Tyranids too unique and alien, and it ends up not translating well. Sure we got our own powers, our own special biomorphs etc etc....well why do they have to be so (please do not swear)? Why is it difficult for us to get our own equivalent of what others are using? Why is there so little AP2 in the codexes? Its not a problem thats difficult to fix, and thats what frustrates me about the 6th edition codex - the problems were obvious, glaring and easily fixed, but they ballsed it up even further by trying to make the 'nids more unique....great idea in theory, but doesn't translate well to the tabletop.
In 5th, when Mecha was king, we struggled because we don't have vehicles. Everything has toughness values and armour saves, nothing has armour and hull points. Now in 6th flyers are on the top tier, and while we do have fliers, they again have toughness and saves vs armour.
Everything can wound our fliers. Throw enough bolter shots at a flyrant and some of them are bound to hit, and some of them might even wound. You might then drop our flier out of the sky completely. Throw enough bolter shots at, say, a Night Scythe however, and you *might* cause a glancing hit if you're lucky but that thing will go right on truckin' through the skies. FMCs are great when you have actual fliers to back them up - i'm thinking Daemon Prince and double Heldrake here - but a purely FMC list has the problem of not staying in the skies. Even the stuff that is BIOLOGICALLY ENGINEERED to live in the damn skies due to the virtue of not having any legs can get shot down....see the problem?
I think they try and make Tyranids too unique and alien, and it ends up not translating well. Sure we got our own powers, our own special biomorphs etc etc....well why do they have to be so (please do not swear)? Why is it difficult for us to get our own equivalent of what others are using? Why is there so little AP2 in the codexes? Its not a problem thats difficult to fix, and thats what frustrates me about the 6th edition codex - the problems were obvious, glaring and easily fixed, but they ballsed it up even further by trying to make the 'nids more unique....great idea in theory, but doesn't translate well to the tabletop.