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Post by Mauler on Oct 31, 2014 15:19:20 GMT
I'm also on the "New models are cool but better rules are better" wagon. What I would love to see is our current book mixed with the wargear choices of the 4th edition Andy Chambers codex.
Living ammunition: re-roll failed to-wound rolls on fleshborers & devourers Psychic power: Warp Field: Sv2+ & 6++ WC1, Blessing, target self/unit only Acid maw: re-roll failed to-wound rolls in first round of assault Bonded exoskeleton: +1T Enchanced senses: +1BS Extended carapace: +1Sv Feeder tenrils: Preferred Enemy USR to self & all 'Nid units within 2" Flesh hooks: assault grenades & impassible terrain becomes difficult instead Heightened reflexes: +1WS Implant attack: targets in assault failing armour saves take two wounds instead of one Reinforced chitin: +1W Scuttlers: Stealth USR Tusked: +2A
Most of those are a straight copy 'n' paste from the old book, (please do not swear) knows why that berk Cruddace removed most of them. Two I renamed due to existing items of the same name or being avilable elsewhere. Appropriately priced, these could solve a load of our problems when made available to the appropriate creatures.
Living ammo applies to the weapons rather than the model itself, might make TL Devs a bit too powerful so for those it could use the old -1Ld when wounded rule.
Warp Field should be available to all Tyranid psykers. I cail to see how it could be overpowered when it can fail and be denied.
Bonded Exo, Enhanced Senses, Heightened Reflexes & Reinforced Chitin should be available to all units which are not of the Gaunt genus or Rippers. Exocrenes cannot take Enchanced Senses.
Acid Maw should be available to Tyrant Guard, Rippers, Pyrovores (stop that!) & all MCs except the Haruspex.
Extended Carapace should be available to all units which are not winged, a Tyrannofex or Rippers.
Feeder Tendrils & Acid Maw should be available to Genestealers, one biomorph per model.
Flesh Hooks should be available to Genestealers, Hormagaunts & Raveners. These are no longer ranged, remember.
Implant Attack should be available to Genestealers, Tyrants & Tyrant Guard. May not be taken with Acid Maw.
Tusked should be available to the Pyrovore (stop!) & Carnifex.
Scuttlers should be available to Genestealers & Rippers.
Spine Banks should be available to all MCs.
Biomorphs, I feel, are what really gives a Tyranid swarm, or even individial broods their mark. Tyranids are all about adapting to succeed so where the devil are all our adaptions!? I don't mind the no assault from reserve thing because that applies to everything in 40k AFAIK, but with morphs like Scuttlers, Carapace, Bonded Exo & Reinforced Chitin units like 'Stealers have a greater chance of surviving to get into assault. Yeah, it seems like a lot to add, but if priced per model if you REALLY go to town and utterly kit out a unit it will consume a significant amount of points, especially if a large brood. Point costs are key to avoid cheese. By restricting availability units get to keep their defining aspects; Gaunts & Gargs still swarm and die in droves but fleshborers and improved and Hormagaunts can get over obstacles and assault into cover like mini-'Stealers. Biovores become more accurate. Pyrovores become hardier and slightly more useful when assaulting. Sneaky or tiny units like 'Stealers & Rippers become a bit harder to spot. MCs become immune to bolter fire, or power weapons but for a significant cost. Things just get a bit more character and flexibility but for a cost, as it should be.
Allowing a Trygon tunnel to give access to D3 units a turn would make them better, any models entering from reserves beyond the value of the roll go into ongoing reserves or walk on the table as normal. Giving a +/-1 reserves modifier to Lictors would make tunnels more useful.
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Post by arapaima on Oct 31, 2014 15:44:06 GMT
Yea i definitely love a rule book where i am given additional biomorphs to pimp certain nid creatures at an additional cost. From a narrative perspective let just say the hivemind have taken enough genetic samples from the prey species to give some dang good combat enhancement when certain creatures need it. For example
1. Space Marine black carapace, ork muscule structures to provide additional protection 2. Research into what makes Eldar, Fernisan wolves, kroothounds and them obscure indigenous xeno lifeforms from 40k fantasy flight RPG so fast to boost agility.
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Post by swarm492 on Oct 31, 2014 16:58:17 GMT
I'm also on the "New models are cool but better rules are better" wagon. What I would love to see is our current book mixed with the wargear choices of the 4th edition Andy Chambers codex. Living ammunition: re-roll failed to-wound rolls on fleshborers & devourers Psychic power: Warp Field: Sv2+ & 6++ WC1, Blessing, target self/unit only Acid maw: re-roll failed to-wound rolls in first round of assault Bonded exoskeleton: +1T Enchanced senses: +1BS Extended carapace: +1Sv Feeder tenrils: Preferred Enemy USR to self & all 'Nid units within 2" Flesh hooks: assault grenades & impassible terrain becomes difficult instead Heightened reflexes: +1WS Implant attack: targets in assault failing armour saves take two wounds instead of one Reinforced chitin: +1W Scuttlers: Stealth USR Tusked: +2A Most of those are a straight copy 'n' paste from the old book, (please do not swear) knows why that berk Cruddace removed most of them. Two I renamed due to existing items of the same name or being avilable elsewhere. Appropriately priced, these could solve a load of our problems when made available to the appropriate creatures. Living ammo applies to the weapons rather than the model itself, might make TL Devs a bit too powerful so for those it could use the old -1Ld when wounded rule. Warp Field should be available to all Tyranid psykers. I cail to see how it could be overpowered when it can fail and be denied. Bonded Exo, Enhanced Senses, Heightened Reflexes & Reinforced Chitin should be available to all units which are not of the Gaunt genus or Rippers. Exocrenes cannot take Enchanced Senses. Acid Maw should be available to Tyrant Guard, Rippers, Pyrovores (stop that!) & all MCs except the Haruspex. Extended Carapace should be available to all units which are not winged, a Tyrannofex or Rippers. Feeder Tendrils & Acid Maw should be available to Genestealers, one biomorph per model. Flesh Hooks should be available to Genestealers, Hormagaunts & Raveners. These are no longer ranged, remember. Implant Attack should be available to Genestealers, Tyrants & Tyrant Guard. May not be taken with Acid Maw. Tusked should be available to the Pyrovore (stop!) & Carnifex. Scuttlers should be available to Genestealers & Rippers. Spine Banks should be available to all MCs. Biomorphs, I feel, are what really gives a Tyranid swarm, or even individial broods their mark. Tyranids are all about adapting to succeed so where the devil are all our adaptions!? I don't mind the no assault from reserve thing because that applies to everything in 40k AFAIK, but with morphs like Scuttlers, Carapace, Bonded Exo & Reinforced Chitin units like 'Stealers have a greater chance of surviving to get into assault. Yeah, it seems like a lot to add, but if priced per model if you REALLY go to town and utterly kit out a unit it will consume a significant amount of points, especially if a large brood. Point costs are key to avoid cheese. By restricting availability units get to keep their defining aspects; Gaunts & Gargs still swarm and die in droves but fleshborers and improved and Hormagaunts can get over obstacles and assault into cover like mini-'Stealers. Biovores become more accurate. Pyrovores become hardier and slightly more useful when assaulting. Sneaky or tiny units like 'Stealers & Rippers become a bit harder to spot. MCs become immune to bolter fire, or power weapons but for a significant cost. Things just get a bit more character and flexibility but for a cost, as it should be. Allowing a Trygon tunnel to give access to D3 units a turn would make them better, any models entering from reserves beyond the value of the roll go into ongoing reserves or walk on the table as normal. Giving a +/-1 reserves modifier to Lictors would make tunnels more useful. ^^^^^ THIS..ALL OF IT. This is why I loved my nids. Please give it back to me
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Post by biomassbob on Oct 31, 2014 19:45:35 GMT
I'm also on the "New models are cool but better rules are better" wagon. What I would love to see is our current book mixed with the wargear choices of the 4th edition Andy Chambers codex. Living ammunition: re-roll failed to-wound rolls on fleshborers & devourers Psychic power: Warp Field: Sv2+ & 6++ WC1, Blessing, target self/unit only Acid maw: re-roll failed to-wound rolls in first round of assault Bonded exoskeleton: +1T Enchanced senses: +1BS Extended carapace: +1Sv Feeder tenrils: Preferred Enemy USR to self & all 'Nid units within 2" Flesh hooks: assault grenades & impassible terrain becomes difficult instead Heightened reflexes: +1WS Implant attack: targets in assault failing armour saves take two wounds instead of one Reinforced chitin: +1W Scuttlers: Stealth USR Tusked: +2A Most of those are a straight copy 'n' paste from the old book, (please do not swear) knows why that berk Cruddace removed most of them. Two I renamed due to existing items of the same name or being avilable elsewhere. Appropriately priced, these could solve a load of our problems when made available to the appropriate creatures. Living ammo applies to the weapons rather than the model itself, might make TL Devs a bit too powerful so for those it could use the old -1Ld when wounded rule. Warp Field should be available to all Tyranid psykers. I cail to see how it could be overpowered when it can fail and be denied. Bonded Exo, Enhanced Senses, Heightened Reflexes & Reinforced Chitin should be available to all units which are not of the Gaunt genus or Rippers. Exocrenes cannot take Enchanced Senses. Acid Maw should be available to Tyrant Guard, Rippers, Pyrovores (stop that!) & all MCs except the Haruspex. Extended Carapace should be available to all units which are not winged, a Tyrannofex or Rippers. Feeder Tendrils & Acid Maw should be available to Genestealers, one biomorph per model. Flesh Hooks should be available to Genestealers, Hormagaunts & Raveners. These are no longer ranged, remember. Implant Attack should be available to Genestealers, Tyrants & Tyrant Guard. May not be taken with Acid Maw. Tusked should be available to the Pyrovore (stop!) & Carnifex. Scuttlers should be available to Genestealers & Rippers. Spine Banks should be available to all MCs. Biomorphs, I feel, are what really gives a Tyranid swarm, or even individial broods their mark. Tyranids are all about adapting to succeed so where the devil are all our adaptions!? I don't mind the no assault from reserve thing because that applies to everything in 40k AFAIK, but with morphs like Scuttlers, Carapace, Bonded Exo & Reinforced Chitin units like 'Stealers have a greater chance of surviving to get into assault. Yeah, it seems like a lot to add, but if priced per model if you REALLY go to town and utterly kit out a unit it will consume a significant amount of points, especially if a large brood. Point costs are key to avoid cheese. By restricting availability units get to keep their defining aspects; Gaunts & Gargs still swarm and die in droves but fleshborers and improved and Hormagaunts can get over obstacles and assault into cover like mini-'Stealers. Biovores become more accurate. Pyrovores become hardier and slightly more useful when assaulting. Sneaky or tiny units like 'Stealers & Rippers become a bit harder to spot. MCs become immune to bolter fire, or power weapons but for a significant cost. Things just get a bit more character and flexibility but for a cost, as it should be. Allowing a Trygon tunnel to give access to D3 units a turn would make them better, any models entering from reserves beyond the value of the roll go into ongoing reserves or walk on the table as normal. Giving a +/-1 reserves modifier to Lictors would make tunnels more useful. ^^^^^ THIS..ALL OF IT. This is why I loved my nids. Please give it back to me Feel the same. See how hard that was to give nids options, GW? Of course the pricing of the biomorphs are important, but an errata with a little thought would make needs more niddy and more fun.
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Post by swarm492 on Oct 31, 2014 21:06:40 GMT
How sick would it be if we got a codex supplement like some other dexes but instead of new units or it being tailored to playing the army one way or the other. It was just a (please do not swear) load of options, like the 3rd edd mutations table, and all the fex options being back, and templates to make unique Nid horrors. On the cover you could have a picture of a Norn queen and it would sell, oh (please do not swear) would it sell, and I would love it, and I would love my Nids like I use to again, and I would just love everything
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Post by slithernaut on Oct 31, 2014 22:07:23 GMT
How sick would it be if we got a codex supplement like some other dexes but instead of new units or it being tailored to playing the army one way or the other. It was just a (please do not swear) load of options, like the 3rd edd mutations table, and all the fex options being back, and templates to make unique Nid horrors. On the cover you could have a picture of a Norn queen and it would sell, oh (please do not swear) would it sell, and I would love it, and I would love my Nids like I use to again, and I would just love everything I certainly hope so, with all the formations, and Barbed/Scythed Heirodule as a LoW for Escalation games. I am thinking that the Maleceptor would be a lot better if it was ML 4 or even 3.
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Post by Yautja on Nov 1, 2014 21:42:23 GMT
The Maleceptor could be given a Rupture Cannon and it would still be better than it is now
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Post by bayne on Nov 2, 2014 8:09:53 GMT
* Dominatrix * Zoats (bring back the Zooooooats!) * Malefactor * Genestealer hybrids (unbound is a thing, everyone can mix guard shooting and stealer assault so that excuse not to is dead now so bring back the cults!) * plastic broodlord based on space hulk version * Genestealer Magus * Tyranid fortifications * Mycetic Spore by any other name would still be as sweet * deluxe new version of Advanced Space Crusade/Tyranid Attack
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Post by slithernaut on Nov 2, 2014 10:06:24 GMT
yeeeee, WTF don't we have a Genestealer cult Datasheet? I thought you wanna sell some more modelss GW, don't you?
Malefactor is the Tervigon, and I think the Toxicrene/Maleceptor are the closest thing we will get to the revival of the Zoats, luckily.
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Post by daboarder on Nov 2, 2014 11:08:02 GMT
Zoats are the hiveguard (and now tyrant guard) That was printed in black and white in the designer notes for hiveguard
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Post by arapaima on Nov 2, 2014 11:53:23 GMT
It be pretty cool if some Zoats reached tau space as asylum seekers. I can see them working as anti nids R&D for the earthcaste due to better than normal understanding of the nids. The aforementioned knowledge and limited number meant they won't be thrown into the meat grinder like gue'vera, kroots and vespids but when (please do not swear) hits the fans, they strap on their home grown weapons and go to town, cutting bloody swathes through overconfident enemies who think they got it easy fighting taus up close.
!Even if they get dataslate, they probably be field in forces fighting nids then with nids...however it is possible that some felt resistance is futile and will do what they can to be reabsorbed into the hivemind.
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Post by bayne on Nov 2, 2014 15:33:46 GMT
Zoats are the hiveguard (and now tyrant guard) That was printed in black and white in the designer notes for hiveguard Except that the 6th ed rulebook included a new picture of an old-school style Zoat alongside a 1st ed Vampire and other cool harkenings back.
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Post by HiveFleetGoblox on Nov 2, 2014 17:55:03 GMT
What I really feel the Nids' need is something that will make a swarm list viable. I have always felt that the space bugs aught to be a horde army, but with tanks and walkers and flyers pretty much a must-have for most lists you play against, I really don't find swarms of Hormigaunts and Termigaunts to be competitive. Yes, you have the Hive Tyrants and Tervigons, but they are pricey and not well designed for destroying heavy vehicles.
What I feel Tyranids really need is an affordable tank hunting model with Synapse. Essentially what the Zoanthropes used to be before 7th made them so unreliable. Picture something like a Hive Guard with Synapse, BS4, and about 80pts. Same Impaler cannon and everything. That way I can have swarms without having to sink tons of points into survivable synapse creatures and THEN into viable heavy vehicle hunters.
My last idea would just be a special or universal rule to make it so swarms can actually damage heavy armor. I think it would balance the game nicely if swarms had the option to exchange all of their combined close combat attacks for a single haywire attack if the number of models in the unit exceeded the front armor value of the vehicle they are fighting. I don't feel it is too overpowered, and it would be nice to bring 60 Termigaunts and 60 Hormigaunts, a Tervigon, Crone, and Hive Tyrant to a game and have some legitimate options to take on walkers and heavy vehicles beyond pleading with my Hive Crone to effectively fling his testiclids at them.
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Post by slithernaut on Nov 2, 2014 18:12:36 GMT
Zoats are the hiveguard (and now tyrant guard) That was printed in black and white in the designer notes for hiveguard I forgot that, but I will never be able to picture the Tyrant Guard as Zoats, beacause of the old 3rd edtion models, probably the worst Tyranid minis ever. I have two
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Post by slithernaut on Nov 2, 2014 18:14:54 GMT
My last idea would just be a special or universal rule to make it so swarms can actually damage heavy armor. I think it would balance the game nicely if swarms had the option to exchange all of their combined close combat attacks for a single haywire attack if the number of models in the unit exceeded the front armor value of the vehicle they are fighting. I don't feel it is too overpowered, and it would be nice to bring 60 Termigaunts and 60 Hormigaunts, a Tervigon, Crone, and Hive Tyrant to a game and have some legitimate options to take on walkers and heavy vehicles beyond pleading with my Hive Crone to effectively fling his testiclids at them. Maybe Scarab swarms but not rippers.
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