|
Post by dkng on Jun 25, 2023 17:36:40 GMT
What are your wishes for the upcoming Codex?
I sincerely wish for a bit more speed and better punch (most importantly better AP) in melee.
I also wish for SitW redesign to be a passive debuff again.
It would also be nice to have some kind of upgrade options - possible an either/or choice. Like for example Horms can get either Adrenal Glands (lets say those will get them 2d6 pick highest advance) or Toxin Sacs (let’s say Lethal Hits). Carnifexes could get E. Senses for better shooting or Horned Chitin for some charge bonuses.
I doubt there will be any more leader possibilities (like making Tyranid Prime or Neurothrope a lieutenant-like leaders) for us to have the same fun as other armies.
What are your „I’d like my Codex Tyranids to be…”?
|
|
|
Post by nidsallday on Jun 25, 2023 18:07:51 GMT
good question, guess in whishlist position 1 for me would be: make sitw into smth meaningful or whatever, but not the useless bs its currently. i dont know which direction would be better. maybe 100% guaranteed battleshock on one enemy unit once per game, with neurotyrant either 2 units in one round, or one unit, but sitw usable twice a battle. or maybe just a debuff-aura for enemys (just not freaking leadership please if you then just create factions which trigger abilities/buffs off of being shocked), or a move buff or whatever. next on the list would be choosing a direction nids should develop (shooting or melee) and give em smth to show for. not the kinda neither nor state nids are in right now. this could be either achieved with buffs from leader (prime, neurothrope,...) or stats. and lastly, i guess im puting A LOOOOT of hope into monster mash detachment. although i'm not sure in which direction i would prefer the detachment-rule to go,i think smth like move, ap, strength or toughness-boosting would be nice. fights first, anti-infantry/anti-vehicle (on smth usefull) would be great.
i mean, there would be sooo much fluffy options (ooe revival, fight unimpeded by leadership although shot off legs,...)
|
|
|
Post by parzaius on Jun 25, 2023 18:38:37 GMT
Synapse up to 9" Buff auras from giving 6+ to 5+ (Zoan Invul / Psycho FnP / Tervigon Lethal Hit / Broodlord Devastating) Synapse back to Broodlord/Parasite Venom Cannons up to 12 str Anti-Vehicle on melee monster weapons Every monster who's 150+ points to come down in price Biomorphs coming back so we have literally any wargear options Shadow in the Warp usable every turn instead of 1/game, but once a unit fails, it can't fail again for the rest of the game ALTERNATELY Shadow in the Warp but enemy units roll 3d6 Drop Highest while they're within Synapse range
The only one I think is possible is 9" Synapse. It's weaker than it's ever been and synapse range was nerfed then buffed in 8e from index to codex, too. Marines pass morale on 72% of the time with their base stats. Even with Synapse, Tyranids are only 83%, it relies on super short range, easily-removable node creatures, and is our whole deal instead of getting something useful towards changing the board state, like Oath of Moment.
|
|
|
Post by hungryhormie on Jun 25, 2023 18:46:37 GMT
Give synapse back to units that lost it, give back the melee bio weapons that were taken, give back leader organisms (ex.tyranid prime), give psychic powers back or better ones to our psychers, give back the 30 man swarms, bumb synapse to at least 9 inches, do anything else to sit literally anything, make all our weapons assault again. Remove blast from screamer killers/carnifexs bio plasma (maybe make it torrent, though that may be to strong), give us shrikes, and there's no need for 2 different profiles on warriors. I'm sure I'm forgetting something else but this is a good start.
|
|
|
Post by Iryan on Jun 25, 2023 19:25:56 GMT
General points:
1. Some general improvement to army mobility. Be that increases to the M value of things, easy access to get assault on your shooty bits, reasonable access to advance-and-charge, reasonable access to stuff that improves charge-reliability (cough Adrenal Glands cough), or various combinations of the above.
2. Give some kind of choices and flexibility to units that used to have it but no longer do. In particular, some kind of flexibility for psykers, or at least a psychic shooting attack for all of them. More flexibility could also be by letting more characters join different units and provide different buffs, since that is supposedly how the new edition lets you have list building variety despite reduced loadout variety... but then they gave none of these choices to nids.
For specific units,
1. GIVE THE MAWLOC IT'S IDENTITY BACK! It is supposed to tunnel in directly underneath the enemy and attack anything above it to do damage on arrival! That used to be a huge pie plate underneath the enemy, and if that attack did not clear the enemies above it, the deep strike failed. The solution they found for 8th and 9th was a reasonable compromise, I liked it. Now with 10th it is basically just a regular deepstriking unit with a problematically large footprint, which gets a single round of 12'' shooting on the turn when it appears. It can no longer spawn right in the enemies face to deal damage there. The ability was fine in the last two editions and would work just as well before, why would you have to change it!? Ok maybe they thought deepstriking that close was OP... but then why do they give it to the trygon instead!? Why do you ruin the Mawloc's unique unit identity by taking its ability, giving it to the Trygon which does not synergize with it, and in return take away the TRYGON'S unique ability of bringing along pals through its tunnel?!
...sorry that one just gets to me. Anyways,
2. Give the Tervigon some decent psychic ability, and/or fix its design so that if your opponent deletes your Term units one turn at a time, your ability does not become useless. Allowing it to bring back a destroyed unit of termagants would be at least a start.
3. Give the Carnifex the option to forego the plasma and spine nonsense in order to either become cheap, or at least let you choose to replace those with a significant durability upgrade instead.
For smaller individual number tweaks, -HVC should be at least S10, probably 11 or 12, and it should either be 4 damage per shot or get flat 3 shots instead of d3. The current weapon is a complete joke -Hive guard's Impaler Cannon should be S7, maybe even S8, so it can actually deal at least reasonable chip damage to vehicles. I would not mind other kinds of buffs to it, but dropping from S8 to S5 when what used to be T8 is now T11 or T12 is complete nonsense. The shock cannon could also use AP-2.
-Tyrannofex acid spray should be S7 or even S8. Once again, it used to be S7, but while T7 has been replaced with T9, the acid spray instead LOST strength. Why?!
-AP-3 on the melee weapons of our biggest beasts. Obviously on the Forgeworld ones, but maybe also Trygon and Swarmlord. Just. Give properly efficient anti-tank melee in general. We are supposed to have that. Without having to take a named character. Haruspex is decent but will probably get nerfed in points...
-Give the Toxicrene the <Smoke> keyword, it just makes sense.
|
|
|
Post by gman25639 on Jun 25, 2023 19:57:03 GMT
Tyranid Prime, Trygon Prime, Neurothrope, and Neurogaunt Nodebeast need their own profiles and/or rules/options. Points reductions on every monster that isn't Carnifexes, Haruspexes, Mawlocs, Trygons, Tyrannofexes or Old One Eye. SitW needs to be stronger, if it must be an only once per game thing, let it ignore modifiers so even Dark Angels or Custodes with Trajann can't ignore it. Universal upgrades like Toxin Sacs and Adrenal Glands should come back.
|
|
|
Post by gauntlet on Jun 25, 2023 21:08:51 GMT
Synapse: Each Synapse unit, provides to friendly units while they are within 12", +1 to Ld rolls. (This is more subtle than you expect and have a big effect on army composition and the way the army would move).
Shadow in the Warp: Whilst within 12" of one or more units with Synapse, enemy units have -1 on Ld rolls and their Psychic powers gain Hazardous.
The Great Devourer Detachment Rule:
Living Ammunition, the first Wound caused by Tyranids on each enemy unit, during each phase, becomes a Mortal Wound. (Ideally only some weapons, not all, would have keyword Living Ammunition, and this effect would be ruled, so as to trigger off that. So limited and a theme choice you can make during list building. Giving hordes of Termagants some bite as they can target more enemy units and typically are lucky to get 1 wound, compared to Monsters.)
With the codex, I have no doubt that we will see the return of points costs for weapon and abilities upgrades, like Bone Swords, Adrenal Glands, Venom Glands. And Leaders will be characters, like Neurothrope and Tyranid Prime. Although they may be compulsory Leaders for each unit, similar to the Marine Sergents.
My wish for the new codex would be, make Warriors the heart of the Tyranid swarm and stop creating new creatues which should instead be weapon upgrades for warriors. Examples too late to retract are, Pyrovore, instead just give Torrent weapon to Warriors. Hive Guard, instead wasn't the original Venom Cannon ammo, electric crystals to affect neurons and vehicle circuitry? Barbgaunts, like duh, warriors have a BARBed strangler, which strangled and pinned units. Neurogaunts to provide Synapse. Pointless duplication of warriors primary role. It would sadden me, but I half expect them to produce a new creature, new lore flying 3x(T4 3W) unit, completely out of theme, bizarre looking with tentacles and wings, limited to new shooty weapon, to sidestep the role of melee Shrikes.
Admittedly, the Pyrovore is a thematic Vangaurd Devourer model, and the Barbgaunts are suitably horrific looking. Rule of cool.
A youtuber mentioned this recently. A monster with 2D6 Torrent, or D6+2 Blast, gets +4 attacks vs a horde. But 10 marines with flamers/blast get +40 extra attacks against hordes.
|
|
|
Post by yoritomo on Jun 26, 2023 6:12:03 GMT
I’m not hoping for anything. The codex should be finalized at this point.
Right now you’ll probably see much the same stat lines and abilities that are in the index. I’d expect to see some of the generic options become separated into more specific options, such as the generic warrior close combat weapons become boneswords and scything talons. I’d also expect to see more detachments and stratagems (though hopefully not too many stratagems).
While I think the heavy venom cannon needs a boost, the codex is far to far into production to make a change like that now.
As far as new stuff goes I’d expect the tyranid lord of war to finally make an appearance. We’ve needed one for almost 4 editions now. Since we are one of the poster armies of this edition I’d expect us to get new units and resculpts. The only model you can’t fit in the release box is a knight sized model, so that’s what we’ll get in the codex. Could be the so called norn emissary or dominatrix. Either way it will be big.
|
|
|
Post by hungryhormie on Jun 26, 2023 8:41:15 GMT
I doubt we'll actually get a lord of War. That would be far to reasonable and fun for us bugs. Sure we might get something big, but it'll probably just be terrain. Capillary towers or other such nonsense.
|
|
|
Post by kociamafia on Jun 26, 2023 10:54:09 GMT
My wishlist = not to follow the Necron route in 9th ed. 1st codex usually sucks for the rest of the edition.
|
|
|
Post by hivefleetkerrigan on Jun 26, 2023 10:58:26 GMT
My wishlist = not to follow the Necron route in 9th ed. 1st codex usually sucks for the rest of the edition. Then let's hope that the first codex is marines. GW has said we're getting more models or sculpts. Remember, the winner for the battle for ogram gets their models shown first. My wishlist is for a codex with decent or good internal balance that allows for a variety of lists to be built.
|
|
|
Post by riverzora on Jun 26, 2023 14:31:07 GMT
Things that are pretty much guaranteed so seems a waste to wishlist:
New Hormagaunts - wishlist, a bit more of a 2nd ed vibe to them. Big pointy middle talons and dagger like front talons. Maybe a longer head. 32mm bases.
New Biovore/Pyrovore dual kit. Two in a box so you can make one of each or two of one. No more silly digging bracers on the Bio.
New Lictor plastic box with lots of fun posing options.
Things that are likely but not yet guaranteed:
New Carnifex kit - scaled up slightly to make every variety. Tail weapons gone (never liked them - Carnifexes should have short stubby tails) and more armour plating - back to the living tank aesthetic. Wrecking ball included in the kit and Stonecrushers back as an option. Thornbacks gone. Carnifexes as our mixed option, Screamer Killers as our anti-infantry CC, and Stonecrushers as our can openers.
New Warriors - Three in a box, with wings as options. A bit taller and upright, earning the 50mm bases they're on now. One of them buildable as an Alpha - NOT a Prime. VERY silly wishlisting - the biocannons being asymmetrical. Both arms attach to one side like the 2nd ed tyrants.
New Tyranid Prime character box. Big kit with options to build as a character version without taking a model from the Warrior box. Might be based on the sculpt from Leviathan, but with additional weapon options. The fact the wings and scythes are so carefully distinct makes me think it's open to an expanded kit.
Wishlist:
Dimachaeron and Malanthrope get full plastic releases. Dima might be a dual kit with the Norn Emissary that's anticipated by the fluff.
Dominatrix Super Heavy at LAST. Our largest model by volume - Hierophant included.
Zoats back under our control.
Another small to mid-sized unit. Between Gaunts and Warriors. 32mm bases, units multiples of 5. Medium ranged assault weapon Genestealer equivalents.
|
|
|
Post by joysan76 on Jun 26, 2023 14:50:01 GMT
i doubt there will be major changes to our idnex beeing the first with marines to be released and is surely already done
the hope is to have a better main army rule, acvtually the Shadow in the warp is nothing more then a casual ability that give us nothing then a loss of time.
would be nice to find a propre eway to make it effective, surely the once per battle is a big no no no no for an abilities that work casually depending by the enemy roll and that may be countered or mitigated with stratagems and abilities many other armies have.
would be better once epr game for any synapse unit? don't know, will be always casual but at least we have the hope that during all the battle may do something usefull.... ------------
mobility... i suppose may be somethign new detachment may have, tunneling rules may be the subterranean assault detachment and so on...
--------------
units... yes we miss some rules especially with primus and nodebeasts (may be the neurogant releay option was depending by the nodebeast that was a carachter and they removed it because easy to sniper removing all the utility by the unit?)
--------------
internal balance....
considering that actually everyone will field more zoanthrope they can... i hope they will fix some monster cost or weapon stats to give us more choice or when they will cost the double then now will be a pain...
-------------
more ruels....
i honestly loved the sinaptic link rule, was really good for an army with few relevant bubbles buffs... i hope to see it back
|
|
|
Post by gman25639 on Jun 26, 2023 15:59:04 GMT
Rules and model for the Norn Emissary
|
|
|
Post by infornography on Jun 26, 2023 17:13:10 GMT
In reality, our codex is long done and likely very similar to our index. Probably a few additions, but not terribly much. I'm hoping they re-differentiate some of our weapons, but I don't really expect it. MAYBE a return of AG and TS. I do expect some of the kits that have been named in credible rumors. Getting rid of the last of our finecast ('Vore kit and Lictor/Deathleaper kit, or even Lictors an Deathleapers separate). Getting a Lord of War (Norn Emmissary/Dominatrix). Maybe refreshes for Horms, C-fex, and Genestealers though the C-Fex kit still holds up surprisingly well given its age.
If we are talking dreams rather than reality... I want Synapse to be completely reworked to provide a buff, an actual buff, not the removal of a debuff that other armies don't have to contend with, but something strictly beneficial. Ideally, different buffs depending on Synapse source and you pick which Synapse buff you get if you are in overlapping auras. It would really change how leaderbugs work.
SITW refocused to provide general debuffs to enemies in the radius. I think something like '-1 attacks to a minimum of 1 unless psychic keyword, then also -1 to hit.' but keep SitW limited to only our major brain bugs, like Tyrants, Neurotyrants, Malceptor, and Neurothropes. That way both Synapse and SitW can have just a 6" radius without completely crippling the army.
I want a mobile transport bug. Something that can skitter across the battlefield with infantry models riding along that moves quickly but doesn't come with tons of offensive capabilities. Some token attacks like Spine Banks or something. Teeth and claws of course. Maybe with a unique rule that it can engage in melee and disgorge its infantry directly into the fight. I think that would be really cool. Carry capacity of 21 where number of wounds equates the number of slots it takes up to 3 (Gants and Gaunts take 1, Barbies take 2, Vores and Warriors take 3), no winged models (Gargs, Shrikes, PoM, Flying Prime)
Bring back walking Prime as a character rather than a sergeant, Bring back Shrikes, bring back Malanthrope, bring back StoneCrushers, Bring back sky slashers, bring back Dimacharon.
Give PoM and Broodlord Synapse back.
Give flexibility with smaller leader bugs joining units and give different bonuses for them. A broodlord should be able to lead gaunts, a Prime should be able to lead barbies, PoM should be able to lead Neurogaunts.
Give everything appropriate leadership skills or give then points discounts for their poor leadership. Why in the world would our smart bugs have worse leadership than an ork boy or gretchen? The only reason ours are so low is because they want Synapse to buff it, but it should buff from a reasonable baseline, not start behind the 8 ball. I can kind of understand Gaunts and Rippers having low leadership, but Warriors? Tyrants? No.
Give Terv a real psyker ability.
More Move in general. Maybe a faction bonus along the lines of fleet of foot.
We either need better BS or a way of getting better BS. It could be something given by leaderbugs like the Tyranid Prime, but if our melee is getting hamstrung so bad that we HAVE to rely on shooting, give us the ability to rely on the shooting. Either that or just give us more shots across the board so it averages out. Poor BS and poor guns equals bad shooting.
|
|