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Post by _Lefarsi on Oct 29, 2014 1:08:54 GMT
I Think that instead of a new carnifex that- okay fine, the maleceptor will be pretty cool with it's rumored psychic attack, but what the tyranids really need is some long range support. The problem is, there are only a couple ways to play nids currently(Nidzilla, balanced, elite heavy, swarm, air), and sure that may sound like a lot, but when you put it into perspective with other armys, all we have is short range to melee.
I am thinking about a long ranged gaunt, like this: ws2/bs4/s2/t3/i2/w1/ld6/sv6 pts-6 per model
Or maybe a troop choice mc like this: ws3/bs3/s5/t6/i3/w4/ld8/sv3 pts-70 per model with scything talons, able to take bio cannons and be customisable
What do you think?
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Post by WestRider on Oct 29, 2014 1:25:03 GMT
Nah, what we really need are some fast, cheap, effective Assault MCs. Something on par with the MaulerFiend, for instance.
And then we've got plenty of Troops Units, more than almost any other Dex, but they pretty much all suck. Rather than something new, I'd like to see our Troops actually become at least solid, in a couple of configurations. Wouldn't take much, just less punitive IB, Warriors going to T5 W2 or something, Stealers getting something to mitigate the pain of Charging into Cover, Hormies getting cheaper Biomorphs.
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Post by _Lefarsi on Oct 29, 2014 1:44:02 GMT
Nah, what we really need are some fast, cheap, effective Assault MCs. Something on par with the MaulerFiend, for instance. And then we've got plenty of Troops Units, more than almost any other Dex, but they pretty much all suck. Rather than something new, I'd like to see our Troops actually become at least solid, in a couple of configurations. Wouldn't take much, just less punitive IB, Warriors going to T5 W2 or something, Stealers getting something to mitigate the pain of Charging into Cover, Hormies getting cheaper Biomorphs. Hormies getting cheaper is something good but then it pains me to see people try to dakka termagants and see about three wounds from 50 shots. I think having "sniper gaunts" would promote a shooty army though. Yes, fast assault troops are good, but for those people who want to only go with big bugs the mc troop would be good. better warriors that don't give a flying [gorrilla] about battle cannons would also be nice. How about some transports like the malefactor of mycetic spore getting a remake? Also, I STILL HAVE A PARASITE OF MORTREX MODEL THAT IS SITTING IN MY BIN, UNUSED FOR NO REASON BUT THAT THEY COULDN'T BE BOTHERED TO MAKE A MODEL sry for the caps, just nerd rage going on. Better rippers could be better. Dominatrix 500pts HQ ws8/bs5/s10/t9/w8/I5/ld10/sv2+/4++ Just a thought, kind of what skaven have from fantasy. Better stealers would be nice, or even better, ymgrals coming back. Gw needs to address the fact that the nid codex was written by a non- nid player who lost against them a little too much before writing the codex. also, looking at imperial armor, the incindus spore needs to be put in some book as a fast attack alternative to the pyrovore and not some zone mortalis stratagem ws2 bs2 s3 t5 w2 i2 a1 ld10 sv4+ Flamespurt, searchlight, cc weapon fearless, move through cover, scout
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Post by daboarder on Oct 29, 2014 1:45:29 GMT
I think a dedicated Buff/De-buffing bug would be great. Something that really allowed our other gribblies to mix it up.
for example a ML3 Psyker that came with Paroxysm, Catlayst, Dominion and its own unique power (either a buff or de-buff) would be great
I like the idea I'm brainstorming rules ideas for an upcoming campaign
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Post by _Lefarsi on Oct 29, 2014 1:46:48 GMT
I think a dedicated Buff/De-buffing bug would be great. Something that really allowed our other gribblies to mix it up. for example a ML3 Psyker that came with Paroxysm, Catlayst, Dominion and its own unique power (either a buff or de-buff) would be great I like the idea I'm brainstorming rules ideas for an upcoming campaign Kind of like a zoanthrope but swap the anti tank for buffing, good idea
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Post by daboarder on Oct 29, 2014 1:48:00 GMT
I think a dedicated Buff/De-buffing bug would be great. Something that really allowed our other gribblies to mix it up. for example a ML3 Psyker that came with Paroxysm, Catlayst, Dominion and its own unique power (either a buff or de-buff) would be great I like the idea I'm brainstorming rules ideas for an upcoming campaign Kind of like a zoanthrope but swap the anti tank for buffing, good idea yeah basically. or a maleceptor worth a damn
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Post by Kwodd on Oct 29, 2014 1:50:37 GMT
With the newfound glory of rippers I'd love to put the parasite back on the table.
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Post by _Lefarsi on Oct 29, 2014 1:56:52 GMT
With the newfound glory of rippers I'd love to put the parasite back on the table. I don't know what you are saying but I like it. What do you mean by good rippers? because that sounds like a dream come true. What about adding a ripper queen or something?
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Post by Yautja on Oct 29, 2014 1:59:42 GMT
Funnily enough, our 2 new additions being POS has gotten me to paint up my converted Vindicare Assassin tonight. Yeah might be considered controversial by some but whatever. Ive gone through the effort of building myself one and it is perfectly legal as long as it's kept 12" away from the rest of my swarm, an odd opposite of synapse.
Rules wise, it is absolutely perfect for Tyranids. Ridiculous range, viable against any unit type. High toughness unit? Wound it on a 2+. Want to remove an invulnerable save off a target before some broods rush it? Done. Need to hurt a tank? Hit it with S10.
As for a unit I WANT for us that is both fluffy and useful in-game? Something that shoots acid that does not have to actually do any damage to a target but it lowers the armour value of it's target, be it a marine or a tank. Hit a unit of marines and make their armour just be 4+ before being assaulted. Or spend a couple of turns making a Land-Raider AV12 so our Devourers can glance it down. Would be an interesting and fun addition I reckon.
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Post by _Lefarsi on Oct 29, 2014 2:00:44 GMT
As an afterthought, the nids are kind of cut off from the rulebook Ie; using icarus lascannons with a nid army isn't exactly fluffy. Mabe they could release a set of fortifications, or something other than assuming nids have somehow figured out how to operate imperial weaponry, as it is kind of funny to see an alien behind my wall of super imperialistic bunkers and stuff. At least an faq replacing the icarrus lascannons with rupture cannons or something.
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Post by daboarder on Oct 29, 2014 2:00:54 GMT
What would you guys think of this
Tyranid Sacerdos: 200pts?
WS3 BS3 S5 T5 W5 I3 A3 Sv5+
Monstrous Creature
Synapse, Warpfield, Psyker (ML3)
Knows: Dominion, Paroxysm, Catalyst, Atrophy
Atrophy: WC2, Range 18, Malediction. Target suffers -3A, -3I and May only move a maximum of 6' each phase until the start of the Psykers next movement phase (cannot target vehicles?)
NB: I was thinking of a reversed "warp speed" type power, could really help us pin down a lot of those faster hard to catch units, and should combine well with paroxysm for when its offensive time
edit: OR, you could drop it to S4 T4 W3 and 100 pts or so and then use the old DoM models
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Post by seanster3000 on Oct 29, 2014 2:03:20 GMT
I really don't think we need anything new. What I think we need are just some minor tweaks of our codex, nothing big. I like the fact that Tyranids don't have a ton of ranged weaponry that can penetrate tanks. I think that we should have to rely on glancing more than penetrating (we are firing bio weaponry). I do think that we should have several reliable means to glance all AV vehicles (we could have a bit more options than we do now). Lastly a change to CC would be great. I just think that the I penalty for charging through cover is a bit rough and that pretty much most armies don't have to deal with it (grenades) like we do.
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Post by _Lefarsi on Oct 29, 2014 2:10:18 GMT
What would you guys think of this Tyranid Sacerdos: 200pts? WS3 BS3 S5 T5 W5 I3 A3 Sv5+ Monstrous Creature Synapse, Warpfield, Psyker (ML3) Knows: Dominion, Paroxysm, Catalyst, Atrophy Atrophy: WC2, Range 18, Malediction. Target suffers -3A, -3I and May only move a maximum of 6' each phase until the start of the Psykers next movement phase (cannot target vehicles?) NB: I was thinking of a reversed "warp speed" type power, could really help us pin down a lot of those faster hard to catch units, and should combine well with paroxysm for when its offensive time edit: OR, you could drop it to S4 T4 W3 and 100 pts or so and then use the old DoM models amazing, maybe a points drop, we could use some cheese, and two additions: Gravity warp charge1, grav guns wound targeted unit on a 6 for the duration of the power and some power like the necron scarabs with an entropic strike. Maybe points cost of 90 or so, broods of 1-3, and instakillable stats mastery lvl 4 would also be good, because the tyranids have a couple things going for them: They have swarms, they have psychic debuff to opponents (shadow in the warp), and they have air dominance with fmcs, this guy could be the ppinnacleof the psychic part.
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Post by daboarder on Oct 29, 2014 2:16:39 GMT
I dunno, with a reliable Catalyst, and Shrouded I don't think Gravguns would be enough of a problem to have a psychic power specifically for them.
and entropic strike would be interesting, but personally I'd rather see a mechanic whereby Rippers can "eat" terrain, reducing the cover save it grants, either at the start of the game (if they deepstrike or whatever) or by moving through it
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Post by _Lefarsi on Oct 29, 2014 2:29:42 GMT
I dunno, with a reliable Catalyst, and Shrouded I don't think Gravguns would be enough of a problem to have a psychic power specifically for them. and entropic strike would be interesting, but personally I'd rather see a mechanic whereby Rippers can "eat" terrain, reducing the cover save it grants, either at the start of the game (if they deepstrike or whatever) or by moving through it or at least something making rippers worthwhile, like the ability to recover wounds, or create new ripper bases when you kill an enemy. Mabe a digestion pool, where you can move units into it, and a new unit can go into reserves with the same amount of points as the unit destroyed, just an idea. and as an afterthought, a unit of three centurion devastators can easily wipe out a hierophant bio titan in one turn- with grav cannons.
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