Post by Kark on Oct 9, 2015 20:26:11 GMT
Hello, hive here is another fandex, I know there's been a lot of fandexes, wishlists, what if's threads already, so I hope my topic is not very annoying. It's unlikely that we get a new codex anytime soon, so I guess everything that's left is simply making Your own rules
As some people may recognise, I am more into competitive play, so my version of tyranid codex is more focused on tournament performance and I will try to make tyranid army closer to the top. As You can read in the title of this thread, my fandex is called Hive Fleets Tyanids (just like craftworlds eldar) and my main theme will be creating tyranid decurion detachment, that will be able to compete with eldars, necrons, space marines and other deathstar units.
As always I will greatly appreciate Your feedback, opinions, suggestions, so feel free to comment
Let's start with special rules:
Synapse creatures – here I woudn't change a thing, 12” range, fearless. I was thinking about adding adamantium will (both synapse creatures and units within synapse) to make tyranids more anti-psyker army, but I'm not sure if this is necessary.
Instinctive Behaviour – here I would change IB tables only. I like 3 types of IB, the table would look like this:
1 – cannibalistic hunger, burrow and hide, survive
2-5 – devour, prowl, seek cover
6 – kill, destroy, stalk
So all it's done here is simply reducing negative effects of IB to roll of „1”. On 2-5 units are still able to move and sufer restrictions in either shooting or assaulting phase only. I think this will help:
-termagants, venomthropes, lictors (they have ld10, so they are quite safe anyway) as these units will not fall back that often
-hormagaunts, raveners, rippers, multiple carnifexes in one brood as now these units will most likely be able to assault the enemy instead of fighting with each other.
-biovores, they will now be more able to shoot when out of synapse
In general, army would work little better without synapse support. Ld6 is sill the issue without fearless, but at least we would have more control of our units on the battlefield.
Shadow in the Warp – there are many good ideas, how to make enemy psykers less effective. My favourite is this one:
Enemy psyker will suffer +2 modificator to the result of harness the warp roll. I don't know if I speak clear here, so psyker will harness the warp on 6+ instead on standard 4+. If psyker harness the warp on 3+ (like eldar seer council) it will now pass it on 5+ instead. Libarius conclave would harness the warp on 4+ (instead of 2+), while within SitW range of one or more synapse creatures.
In this case we harm psykers, but new GW formations like seer council and librarius conclave are still more effective than regular psykers. My only concern is 12” range of SitW. Most of the „competitive” psykers are either: FMC, jetbike, bike, jump pack, so it is relatively easy to move away from SitW range. Of course we can create 12” bubbles from different synapse creatures and try to zone enemy psykers, however we can make a rule that SitW works in synapse range, so dominion, formation special rules, warlor traits, artifacts would make SitW 18” or even more.
Living Tide – this is the new tyranid special rule that I want to introduce. Well it's not really new, because we already know it from endless swarm, skyblight and sporefield formations. It goes like this:
Every time a unit with living tide special rule is destroyed (all models from that units excluding any attached ICs), You immediately roll a die (living tide test), on 4+ the destroyed unit is put back into ongoing reserves. The new unit is identical as destroyed unit, it has same number of models, same weapons, upgrades and share all the special rules it used to have (like outflank from hive commander for instance) and award further VP when destroyed (kill points). New unit will arrive from reserves next turn using standard method, deepstrike (if it is possible) or outflank (if it is possible).
So here we have a rule, we are already familiar with, but we don't gain it from formation special rules, it is a standard special rule that comes by default. The units that will have living tide special rule are:
-termagants
-hormagaunts
-gargoyles
-rippers
-mucolids
-spore mines
-warriors
-shrikes
-raveners
Now I think this rule changes a lot. First of all mealstroms. Now we can use our troops to actually gain an upper hand in securing markers. Objective secured termagants/hormagaunts can now return on tabletop (from own table edge, trygon tunnel or outflank with hive commander) and claim objectives. Hormagaunts would be espaecially useful as they can run additional 3” with fleet, so they have nice moving range to secure markers. Rippers would still be OP as they can re-deepstrike anywhere on the board. Mucolids and spore mines would be very annoying for the opponent armies with living tide special rule (same as in sporofield). Now ability to respawn, could fix warriors, shrikes and raveners. They are quite easy to kill (T4 and light armour), but the chance to return into play could make them valuable (especially that raveners can deepstrike and cannibalistic hunger would happen on 1 only. And of cousre raveners have finally access to biomorphs ).
I will mention here that I see new shrikes models as jetbikes. New shrikes would look more like raveners (rather than warriors) and have big „devil fish” like wings (similar to screamers). Now jetbikes are very important unit types. I think that every major faction should have one. Jetbike shrikes would really help with objectives (turbo-boosting) and would be great synapse creature that could aid hive tyrants with synapse support. Being very mobile 12”+24” they would bring more utility to tyranid army.
I also drop sky-slashers for rippers being beasts type. Instead of 2 units we would have 1 rippers with 12” movement, fleet and ignoring difficult/dangerous terrain. Now rippers would be worth 13pts per base.
I also see mucolids and spore mines moving full 6”, running full d6” and charging full 2d6”. This would be our primary weapon to fight deahstars with. Normal charges with possible S10 (instantdeath to T5), ignoring cover and invisibility (and ability to assault zooming/swooping targets) would be very effective with cheap respawning mines.
Now it's time for decurion detachment (hive fleets). In decurion detahcment we have something called: command benefits. Necrons have +1 to reanimation protocols, Eldars run 6”, Space Marines have objectives secured on every unit. What could tyranids get? Rerolls for living tide tests. So now every unit with living tide special rule will have 75% to return into play (or 75% for not to return into play, as we could reroll both successful and unsuccessful rolls). This rule is also known from actual livingtide and skytide formations. So it is nothing new, but now we could use it in 2000pts and lower pts battles. I also thnk it is very fluffwise rule as we would be able to swarm the table with gaunts that would be incoming from different table edges (outflank), undergound (trygon tunnels) and from the sky (deepstriking gargoyles). We still would be easy to kill, but quite difficult to get rid of. I think that ability to respawn would allow us to compete with free SM transports and chaos summoning (we would also bring more pts to the game), necron reanimation protocols (we would also be hard to destroy), insane firepower like eldar scatterlasers, new tau etc (as we would keep coming back).
I will include more info about new decurion formations in next post as I don't want to make an endless wall of text. So how do You like tha changes so far?
As some people may recognise, I am more into competitive play, so my version of tyranid codex is more focused on tournament performance and I will try to make tyranid army closer to the top. As You can read in the title of this thread, my fandex is called Hive Fleets Tyanids (just like craftworlds eldar) and my main theme will be creating tyranid decurion detachment, that will be able to compete with eldars, necrons, space marines and other deathstar units.
As always I will greatly appreciate Your feedback, opinions, suggestions, so feel free to comment
Let's start with special rules:
Synapse creatures – here I woudn't change a thing, 12” range, fearless. I was thinking about adding adamantium will (both synapse creatures and units within synapse) to make tyranids more anti-psyker army, but I'm not sure if this is necessary.
Instinctive Behaviour – here I would change IB tables only. I like 3 types of IB, the table would look like this:
1 – cannibalistic hunger, burrow and hide, survive
2-5 – devour, prowl, seek cover
6 – kill, destroy, stalk
So all it's done here is simply reducing negative effects of IB to roll of „1”. On 2-5 units are still able to move and sufer restrictions in either shooting or assaulting phase only. I think this will help:
-termagants, venomthropes, lictors (they have ld10, so they are quite safe anyway) as these units will not fall back that often
-hormagaunts, raveners, rippers, multiple carnifexes in one brood as now these units will most likely be able to assault the enemy instead of fighting with each other.
-biovores, they will now be more able to shoot when out of synapse
In general, army would work little better without synapse support. Ld6 is sill the issue without fearless, but at least we would have more control of our units on the battlefield.
Shadow in the Warp – there are many good ideas, how to make enemy psykers less effective. My favourite is this one:
Enemy psyker will suffer +2 modificator to the result of harness the warp roll. I don't know if I speak clear here, so psyker will harness the warp on 6+ instead on standard 4+. If psyker harness the warp on 3+ (like eldar seer council) it will now pass it on 5+ instead. Libarius conclave would harness the warp on 4+ (instead of 2+), while within SitW range of one or more synapse creatures.
In this case we harm psykers, but new GW formations like seer council and librarius conclave are still more effective than regular psykers. My only concern is 12” range of SitW. Most of the „competitive” psykers are either: FMC, jetbike, bike, jump pack, so it is relatively easy to move away from SitW range. Of course we can create 12” bubbles from different synapse creatures and try to zone enemy psykers, however we can make a rule that SitW works in synapse range, so dominion, formation special rules, warlor traits, artifacts would make SitW 18” or even more.
Living Tide – this is the new tyranid special rule that I want to introduce. Well it's not really new, because we already know it from endless swarm, skyblight and sporefield formations. It goes like this:
Every time a unit with living tide special rule is destroyed (all models from that units excluding any attached ICs), You immediately roll a die (living tide test), on 4+ the destroyed unit is put back into ongoing reserves. The new unit is identical as destroyed unit, it has same number of models, same weapons, upgrades and share all the special rules it used to have (like outflank from hive commander for instance) and award further VP when destroyed (kill points). New unit will arrive from reserves next turn using standard method, deepstrike (if it is possible) or outflank (if it is possible).
So here we have a rule, we are already familiar with, but we don't gain it from formation special rules, it is a standard special rule that comes by default. The units that will have living tide special rule are:
-termagants
-hormagaunts
-gargoyles
-rippers
-mucolids
-spore mines
-warriors
-shrikes
-raveners
Now I think this rule changes a lot. First of all mealstroms. Now we can use our troops to actually gain an upper hand in securing markers. Objective secured termagants/hormagaunts can now return on tabletop (from own table edge, trygon tunnel or outflank with hive commander) and claim objectives. Hormagaunts would be espaecially useful as they can run additional 3” with fleet, so they have nice moving range to secure markers. Rippers would still be OP as they can re-deepstrike anywhere on the board. Mucolids and spore mines would be very annoying for the opponent armies with living tide special rule (same as in sporofield). Now ability to respawn, could fix warriors, shrikes and raveners. They are quite easy to kill (T4 and light armour), but the chance to return into play could make them valuable (especially that raveners can deepstrike and cannibalistic hunger would happen on 1 only. And of cousre raveners have finally access to biomorphs ).
I will mention here that I see new shrikes models as jetbikes. New shrikes would look more like raveners (rather than warriors) and have big „devil fish” like wings (similar to screamers). Now jetbikes are very important unit types. I think that every major faction should have one. Jetbike shrikes would really help with objectives (turbo-boosting) and would be great synapse creature that could aid hive tyrants with synapse support. Being very mobile 12”+24” they would bring more utility to tyranid army.
I also drop sky-slashers for rippers being beasts type. Instead of 2 units we would have 1 rippers with 12” movement, fleet and ignoring difficult/dangerous terrain. Now rippers would be worth 13pts per base.
I also see mucolids and spore mines moving full 6”, running full d6” and charging full 2d6”. This would be our primary weapon to fight deahstars with. Normal charges with possible S10 (instantdeath to T5), ignoring cover and invisibility (and ability to assault zooming/swooping targets) would be very effective with cheap respawning mines.
Now it's time for decurion detachment (hive fleets). In decurion detahcment we have something called: command benefits. Necrons have +1 to reanimation protocols, Eldars run 6”, Space Marines have objectives secured on every unit. What could tyranids get? Rerolls for living tide tests. So now every unit with living tide special rule will have 75% to return into play (or 75% for not to return into play, as we could reroll both successful and unsuccessful rolls). This rule is also known from actual livingtide and skytide formations. So it is nothing new, but now we could use it in 2000pts and lower pts battles. I also thnk it is very fluffwise rule as we would be able to swarm the table with gaunts that would be incoming from different table edges (outflank), undergound (trygon tunnels) and from the sky (deepstriking gargoyles). We still would be easy to kill, but quite difficult to get rid of. I think that ability to respawn would allow us to compete with free SM transports and chaos summoning (we would also bring more pts to the game), necron reanimation protocols (we would also be hard to destroy), insane firepower like eldar scatterlasers, new tau etc (as we would keep coming back).
I will include more info about new decurion formations in next post as I don't want to make an endless wall of text. So how do You like tha changes so far?