Thursday, May 17, 2012

The New Tyranid Codex -- First Impressions

Posted by Ranillon on 16. January 2010 02:40

The bugs are back!  New book, new models, new rules -- it's time to celebrate the gigantic eating machine that is the Tyranid horde.

Since there is so much to talk about and as I am a Tyranid player I plan on offering an entire series detailing each model and all the rules that come with them.  However, I have to start somewhere so here are my first impressions...

The Good

1)  New Models:  I'm sorry, but brand new toys are always a good thing.  It allows you to add to existing armies, inspire you to perhaps start a new one, and at least catches the imagination.  Even better, while of course they are all in the same classic "bug-ish" theme as always, I think all the new models range in quality from good to great.

2)  Lots of Special Characters:  Not only are the old special bug characters back, but with them come a bunch of new add-ons.  I like this as the unique stuff adds a lot of flavor and allows you to go wild with conversions.

3) Bug Transports:  Your Tyranid force can now ride in style to any battle in mycetic spores.  That's just cool.

The Bad

1)  Units that Make You Go, "Huh?":  Some of the new models/units just don't quite make sense to me.  Not that they might not be effective, but that the rules just don't seem polished.  A good example is the new Pyrovore.  It's a fine model, but is really just a space marine scout with a heavy flamer and power sword for 45 points.  If the potential problem isn't obvious let me describe in this way -- a big gun and light sabre wielded by a 98-pound weakling using a walker.  Okay, maybe not that bad, but it does combine good damage potential with a fragile unit that can't get places quickly.  It's hard to know if it will really work -- and just seems like a lazy way to design a unit, IMHO.

2)  Genestealers are Now Bolter Fodder:  Say goodbye to 4+ armored genestealers (with one unimpressive exception).  That means they will melt in the face of the common infantry weapons.  They do now all come with infiltrate and can all take Broodlords (which are more wimpy, admittedly), but gone is the pure genestealer force.  They are just too fragile to run them down the middle of the board as you must (at least some) with a heavy 'stealer army.

3)  More Units, Less Choice:  You might have more choices between models, but now you less ability to configure them than you did before.  For instance, Zoanthropes only come in one flavor now and the base cost of a Carnifex has been jacked way up although you don't really get anything extra.

4)  Same Units, Same Problems:  I am a bit perplexed in some cases as to why units with well-known issues weren't improved.  Take Hormaguants -- just as fragile and wimpy as before, but now they are even slower.  Yippee.

The Ugly

1)  The Middle Monster Hole:  I know those who fight Tyranids will be glad to see that synapse no longer makes you immune to instant death, but it makes for a serious issue for the bugs themselves.  Basically, it means that all those middle tier monsters -- things like warriors or zoanthropes -- can now be one-shot kills.  That all but guarantees you won't see them as the backbone of any force as otherwise you can effectively destroy the army through some clever cherry picking.

2)  Bug Heads Go Boom:  You now have to roll for all psychic powers to see if they work.  Wonderful -- another reason for me to not depend on warp blast.

3)  What New Army Designs?:  There are more unit choices, but I am not sure there are any new basic designs.  In fact, the designs might even be a bit worse.  Nidzilla armies have to deal with higher point prices, there was nothing really added overall to encourage horde armies, and you can't take specialty forces like an all airborne swarm.  Sure, the new monsters are cool, but do they add anything to the effectiveness of Tyranids as a group?

4)  Bug Inflation:  When in doubt assume that the basic cost of a unit has gone up, sometimes way up.

Overall First Impression:  I hate to say it, but for the first time in a long time I am not sure if a new codex is a good or bad thing.  There is a lot to like, but there is also -- especially for veteran bug generals -- a lot to dislike.

More to come...

Comments (3) -

  • AbusePuppy

    AbusePuppy said,

    -The Pyrovore is terrible. No disagreement there. It needs WS4, and a boost to either I, A, or both to make it anything like worthwhile.

    -Genestealers die to Bolters, but first-turn charges are more of a reality. The way I see it, you're using them to present the opponent with a choice: die now to the 'Stealers, or die a turn from now when all the other bugs you didn't shoot arrive. Them being cheaper certainly helps, too.

    -The lack of options was pretty much a given. The old codex was cluttered with so much garbage (Catalyst Zoeys! 20pt Hormagaunts!) that a lot of it needed to be cleaned out. I'm sad to see some stuff gone, but most of it is good riddance.

    -Hormagaunts are now half as cheap and can wound Marines ona 4+ with reroll. They also naturally strike before Marines. The drop to WS3 was kinda bull****, though.

    -I think the Middle Monster Hole is something of a fallacy. Krak Missiles and Meltaguns that are shooting your Warriors aren't being aimed at your MCs, and Bolter fire takes a surprisingly huge number of shots (16, 32 with the easily-available FNP) to kill a single Warrior. Again: you want to present your opponent with two bad choices, and this is another way to do so. Remember also: attaching a Tyranid Prime (such a dumb name) to soak up S8 wounds without losing much.

    -Given how good our psychic powers are this time around, I'm okay with rolling for them. Our psykers are universally Ld10, so it's not a huge issue.

    -I think you're very, very wrong about there not being any new designs. Offhand, you have Deep Strike Madness, Stealer Shock (still mediocre, but viable against non-mech), Nidzilla, Flightzilla, Warrior Spam (run the numbers, it's scarier than you think- remember, they all have S5 Assault 3 guns and power weapons plus cover from cheap troops), Absolute Horde (Tervigon or Hormagaunt flavor), Swarmlord Abuse, and numerous other, less easily-describable versions. Suffice to say: I think the new 'Nids are fine.

    -But yes, Carnifexes are horribly overcosted now. On most other bugs, prices went up but so did virtually everything else, and in some cases price went down (the "good" Zoey with Synapse + Warp Blast is cheaper now and has a 3++, Warriors don't cost two arms and two legs, Shrikes are also affordable, etc.)


  • shadowvast

    shadowvast said,



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    Re: New Tyranids

    Postby Shadowvast

    I had a game against the new bugs with my Thousand sons army. The thousand sons emerged victorious, but it was a HARD fight.

    Now, my thousand sons ALL have invulnerable saves, so this battle was a bit lopsided in my favor to begin with. Also in my favor was knowing my army and codex, while my opponent was working with new rules and units.

    We played seize ground with the spearhead deployment. ( I think that is the name, it's the table quarter one)

    Turn two saw about half of my reserves show up. My opponent dropped in the zoanthropes in a pod and that unit alone destroyed the landraider, a rhino and 3 marines in a single shooting phase. OUCH

    His trygon wasn't quite as successful....two obliterators with twin linked plasma guns put it, and it's twin down fast. the Mawloc went down to a force weapon on turn 4.

    The warriors are really nice, but after thinking about them, I don't think they are the be all, end all troop choice. While I haven't seen them played yet, the Tervigon seems to be the winner in the HQ slot. Their ability to spawn a new unit of gaunts each turn = pure win. I have to say the bugs seem to be a bit like a paper tiger for the prepared general. They hit HARD and fast, but no longer have the raw durability outside of numbers to hang on to long fights.

    From seeing what they can do, it looks like a mix of gaunts and warriors, in the troops slots, the tervigons mixed with MAYBE one of the named characters in HQ, the trygon prime in Heavy. In the elite spots it is the zoanthropes FTW. These things are SICK, combining durability with heavy anti tank firepower.

    All in all the bugs have quite a few exciting builds to experiment with. I bought the codex just today and with just a few hours I can see a few obvious builds.


    Tervigon/termagaunt spam horde

    Tyrranofex/zoanthrope shooting spam

    trygon/ravenor tunneling death

    gargoyle/parasite winged horrors

    trygonzilla (13 monstrous creatures!!!!!!)

    and the list goes on... I really see a lot of potential here, far more than ever before with the tyranids.


  • Havik110

    Havik110 said,

    1st let me say that an infant could effectively play the old nidzilla/sonic scream list, and even though the old stealer shock required more intelligence than nidzilla, it was still an easy list to win with.  (thankfully there are only 3 remaining T8 models in the normal game and 1 T7...meaning S3 will soon be able to wound everything even though its not necessarily fluffy)

    This is another book that has lots of nifty options but will probably end up with 2 REALLY competitive lists (but it will still have more useable lists than any book to date)...I have already seen the double tervigon-dakkafex-trigon prime lists...they are very hard to beat if you arent putting out a lot of shots...that is what beats these armies...straight up mass flashlights aka torrent of fire...

    Lets face it, the old god fex was TOO CHEAP, the old chorus of 5 sonic screams was too powerful, feeder tendrils giving AOL preferred enemy was BROKEN...

    That being said there is more good in this codex than bad just like all the codecies since demons (fate weaver is still a punk and the person that made him the way his is deserves to be smacked) and I cannot wait to see Blood angels, Dark eldar, and sisters of battle get their 5th edition treatment...


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