Thursday, May 17, 2012

What I Want to See in the New Tyranid Codex

Posted by Ranillon on 29. August 2009 00:25

The latest rumors are that we can expect a new bug codex sometime in the first quarter of next year.  Since I am a ‘Nid player with a 200+ model army this obviously interests me.  As the Tyranid codex is commonly thought to be one of the weaker army lists nowadays a redesign is certainly welcome. Question is just what alterations is GW planning? 

I don’t know, but here is what I hope to see.

1)  Deal with the Nidzilla Armies One Way or Another:  I personally don’t like the “Nidzilla” armies – bug forces made up from as many big creatures as possible – very much.  One, they don’t strike me as being very colorful, and; two, they require a cheesy design strategy, namely taking a few token troop choices that usually hide on one side of the board while their big brothers take care of the enemy.  So, I would like to see the new codex either put in limitations meant to make such designs impractical or, better yet, add in rules to make them more colorful.  For example, make it worth the player’s while to take real troop choices.  Maybe if you take a certain character Tyranid you can take Carnifexes as troops (yes, that’s what I said), but troop carnies have strict limitations as to number of wounds and toughness.  Dealing with this won’t be easy and would require a lot of play testing to achieve the proper balance, but it would be better than what we have now.



2) Rebalance the Genestealers:  With the arrival of 5th edition and the lessening of Rending genestealers went from must-buys to maybe-buys.  To balance things out they need to be lowered a bit in price or given more abilities.  For instance, maybe give them a base 4+ armor with access to 3+ for a high price (this is not as bad as it sounds as it’s already insane not to get ‘stealers without the armor upgrade).  Another alternative is to make them better able to get at the enemy – more infiltrate or deep strike abilities at a proper cost.  Either way, something must be done as right now they are sort of like Space Marines with a glass jaw and no ranged weapon.

3) Make Gaunts Worth it:  Admittedly gaunts are meant to be cannon fodder, but right now they are far more “fodder” than “cannon”.  As you would expect they die in droves, but they also have a hard time actually being threatening to anything more burly than an imperial guardsman – even when outnumbering their opponents by wide margins.  So, come up with a way to make a horde of the buggers actually scary.  Perhaps up their close-combat effectiveness a bit or increase the range of their weapons.  A more fluffy tactic would be to add in a sort of “synergy” bonus to their numbers – above 10 they receive a +d6 attacks as a whole, above 20 +2d6, and so forth.  Regardless, there is already a practical disincentive for people to use them since they require a lot of money to buy and a lot of effort to paint.  Making gaunts appealing in game terms is therefore the best way to encourage horde armies, which is what I think the typical Tyranid force should be.

4) Expand the Range of Possible Basic Bug Army Designs:  Right now there are really just three possible designs for Tyranid forces, namely Nidzilla, genestealer cadre, or horde.  The first tends to be a bit over-powered (since unless you know what you are facing you tend not to bring enough anti-monstrous creature weapons) while the last two are somewhat under-powered.  I’ve already talked about balancing the units themselves, but I’d also like to see more choices for basic design.  For instance, what about a viable flying bug force where gargoyles can be taken as troops (perhaps only by taking a winged Tyrant)?  Likewise, they could expand the ranges within each of the basic types so that they aren’t all clones – a Nidzilla, horde, or genestealer force is pretty much going to have the same stuff every time no matter who is playing.  A wider range of variation is not only more fun to play or play against, but it also encourages people to round out their miniature collections.

5) Bring in Some New Units:  Let’s face it – one of the appeals of any updated codex is all the juicy new units that will inevitably come with it (after all, GW wants to sell more models).  Here are some random ideas for what I’d like to see.

  • A Transport Option:  Most every other army has one, so why not some way for Nid’s to get around in style (or, at least, more speed)?  A variation on this would be to take a cue from the Zerg (or, did the Zerg take a cue from the Tyranids?) and have a stationary unit that can allow units to deep strike (e.g. they go in the tunnel entrance and come out someplace else).


  • A Big Gun:  Yes, a Gunfex fills this niche (sort of), but something with a bigger bang would be nice.  It’s not like Biovores are used all that often.  Come on, haven’t the bugs realized the handiness of heavy artillery?


  • A Power Armor Killer:  Not a unit per se, but it would be nice to have something that can penetrate power armor beyond monstrous claws at point-blank distances.  Again, the ‘Nids haven’t discovered the usefulness of a ranged can opener?


I realize that apparently a plastic Trygon is in the works as an official Games Workshop (rather than Forge World) model, but I expect it to be a strictly Apocalypse unit.  Would be nice if I was wrong, though.

So, what are the rest of you hoping for? 

Comments (5) -

  • Kieran

    Kieran said,

    I like your ideas here, but I wouldn't mind a special character/monster that allows us to take Gargoyles as troops, or atleast a unit of them as troops. After all, they are just gaunts with wings. The idea of a flying swarm has always appealed to me. Of course, for that we would need PLASTIC GARGOYLES!!!


  • AbusePuppy

    AbusePuppy said,

    Personally, I would like for Nidzilla to remain, just not as it is now; Tyranids come in all sizes and shapes, so giving players more viable armies is a good thing, as I see it. I can easily imagine some sort of option to take a Carnifex or two as Troops (a la Killa Kans/Dreadnaughts/etc), but I wouldn't count on it. 'Fexes definitely need a tuneup in CC abilities- as is, they're sort of a joke unless you strap every available mod to them.

    Plastic Gargoyles have been strongly hinted, so I would be surprised not to see some in our first or second wave; as for taking them as Troops, it seems less certain but it's sort of a no-brainer for a "special character unlock," so it would be reasonable to expect it.

    I don't think we'll be seeing any transports, but I do hope that the army as a whole sees a speed upgrade (universal Fleet, and probably more, like DS->Assault or widespread Outflanking). As it stands, with everyone going mech in 5E we're one of the slowest armies around.

    Rumors say there will be some good anti-tank options for us in the new 'dex, so we can pray for that. I'm less worried about getting good-AP weapons, since the "spray with fire and hope they fail saves" method is just fine with me- it gives us something distinct from other armies.

    I also expect that, like IG, a lot of our old units will be repriced to be more competitive and new units added. Warriors, Lictors, Raveners, etc, are all expensive for what they can do in 5E.

    More than anything, I'm hoping they fix Synapse in our new codex. Right now it's practically impossible to capture an objective with 'Nids because we're so reliant on HQ units to babysit things with 5+ or 6+ saves, which really doesn't work. Fearless also took a big hit with the new No Retreat rules, so finding a way to make those less crippling to us would be nice.

    I'd also expect to see the biomorph system massively reworked, if not removed entirely for something more like the Ork, SM, and IG "pay XX points to replace Y with Z" or "pay XX points to take Y" setup. Maybe not as fun as BuildaBug(TM), but a lot easier to deal with.


  • raptor1313

    raptor1313 said,

    I think Nidzilla got a bit de-fanged.  Folks that have caught on to the nuances of 5th have figured out mechanized is where it's at, and what kills mech also kills monstrous creatures.

    Add in the fact that nidzilla is terrible at killing vehicles, and nidzilla's not in hot shape.

    I'm with yon on the transport option; bugs need something to get guys across the table a little better.

    The reason you see heaps of nidzilla, though, is because the troops ARE cannon fodder.  You really kind of DO need a unit of Without Number gaunts to get a reliable scoring unit in there.

    Add in No Retreat! and losing combat tends to get costly.  I mean, a brood of gaunts that loses combat is likely to POOF next turn.  Hormagaunts are in danger because they require a LOT of gaunts to overcome armor.

    Additionally, guns.  Get better guns.  The MOST firepower (in terms of what can harm both tanks AND infantry) a nidzilla army can take is 3x Elite Fex w/ Stranglers+Talons, and then heavy support fexes with venom cannons and stranglers.  Not exactly that fearsome, y'know?  Tyrants don't have the strength to make those real vehicle-hunter weapons.

    give the 'nids a freaking bio-meltagun.

    I do disagree with you on 'spray with fire 'til it dies' making bugs unique.  Watch a Guard army's point-defense with 'First Rank Fire, Second Rank Fire', or Eldar, or some similar armies. (Dark Eldar's idea is 'Spray it with Lance Fire 'til it dies...)

    Beyond that, I'm with you on points adjustments.  Warriors, Genestealers, Lictors, Raveners...all need a points break.  

    And for goodness sake, Lictors do NOT need to take dangerous terrain tests when they land in terrain.

    I'm hoping that the 'nids get some boosts, because I love the models, but as it is...just can't bring myself to invest in the army because it's got issues at the moment.


  • Chris

    Chris said,

    I'm sure most people are aware that GW has announced the official release of the new Nid codex is January 2010. It was announced at Games Day UK last week. Apparently there will be new broods never before seen, and according to a rumour 4 new plastic models and 4 new metal models. I agree with most everyhting that was said above. With 5th Edition rules the Nids ability to shoot up armour went way down in effectiveness, the hordes hsving to take as many armour saves as they lose by really hurt gaunts from holding a unit in close combat forever. I have lost an entire unit of 30 hormagaunts to 5 assault terminators in one round of combat. Lose combat by 15, that means 15 are already dead, oh and now make 15 6+ armour saves. Thanks for showing up. I would like to see points drops on some units, Lictor especially. Improved guns to actually do something to all of the armour would be great. I really really want to see a BroodLord that can Fleet. It's the fatest thing in the army with I8 upgradeable to I8 and it can't fleet??!! WOW. The new preferred enemy rule makes the 3 point BL feeder tendril upgrade one of the cheapest killer CC upgrades available. My conversion just doesn't look too great. Overall, I am waiting in great anticipation for the new codex, but it also means I will have to officially wait longer for a new Dark Eldar codex.!!! Tong


  • have mind

    have mind said,

    being in range of synapse does not make you fearless in game terms jst auto pass all of the test, to quote " are assumed to pass all leadership based tests" not Fearless, just think of it like the ols SM They Shall Know No Fear rules, you don't run, you don't take wounds, i play that way, my friends agree with it, the whole shop i play at agrees with me.

    and how is a carnifex not good anti-tank? upgrade to toughness 7, then your strength 9 with 2D6 armour penetration.


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