Thursday, May 17, 2012

The Top Ten Problems With the New Tyranid Codex

Posted by Ranillon on 26. April 2010 23:15

Number 10 -- Psychic Meltdown:  In the past a Tyranid could use its psychic powers without fear of a Peril of the Warp.  No longer -- the bugs can now turn their brains into cottage cheese with the best of them.  That wouldn't be so bad (although I always thought of Tyranid mastery of psychic energy as one of their advantages), but the powers they can use are not overall any better than before.  Likewise, while there are more individual powers you are more restrained as to what can take which.  This roll also reduces the Zoanthrope to not much better in terms of mental zapping than before -- yes, it now has a better Ballistic Skill, but that is neatly negated by the chance it can blow itself up.



Number 9 -- What's Up with the Pyrovore?  This is my vote for the most lazily designed unit of the year from GW, maybe the decade.  The fluff says that it is suppose to be a deadly mixing of creatures and a terror on the battlefield.  However, in reality it's just a Space Marine scout with a heavy flamer and power weapon.  That's not particularly clever or effective.  In fact, such a slapdash design is a sign of little effort or originality.  A better design would make the creature beefier with more attacks, but make them Rending rather than Powered.  As it is the Pyrovore is a cool model with embarrassing rules.

Number 8 -- The Tyrannofex:  When More is Less:  As impressive as it may seem of the surface the Tyrannofex is really just a bloated, unfocused unit design that costs lots of points.  It's big and hard to kill -- yet slow.  It has plenty of shooty -- but only one is really impressive while having good range.  It has armor ignoring attacks -- yet not enough to warrant its huge cost.  The Rupture Cannon is the obvious choice for the unit, but doesn't need to be mounted on a huge monster.  Much better would have been a Bug Basilisk sporting the Cannon that isn't as beefy, but also 100 points less.

Number 7 -- Why Pay Normal Price When You Can Get it for Twice as Much?  I am still trying to understand why precisely the Hive Tyrant and Carnifex were doubled in cost.  Where they really that broken?  In some ways I suppose this isn't a big deal as ultimately what matters is the overall effectiveness of the army.  Still, these extreme price hikes nevertheless leave a bag taste in your mouth, especially if you are a long time player of Tyranids.  It's almost as if GW wanted to punish the army's most fervent enthusiasts.

Number 6 -- The (Bumbling) Attack of the One-Hit-Wonders:  Synapse bestowing immunity from Instant Death is gone and in the process the new codex creates a mix of bugs vulnerable to one-shot kills.  Something with a Toughness of 5 is not too bad as Strength 10 weapons aren't common, but those with a measly 4 Toughness are so much Krak Missile bait.  This includes the Parasite of Mortrex, Pyrovore, Venomthrope, Lictor, Zoanthrope, most types of Tyranid Warriors, Raveners, Shrikes, and Biovore.  All have multiple wounds, but only the Parasite and Zoanthrope have good enough armor to compensate for the chance of Instant Death.  The effectiveness of the others is therefore necessarily iffy and random -- come up against an army with a lot of Missile Launchers or the equivalent and suddenly you've brought the wrong units.  On a more subtle level it makes all those extra wounds less meaningful than they seem.  It would have been better to keep the immunity and just altered the points accordingly.

Number 5 -- Change for the Sake of Change:  This is more annoying than anything, but the new codex takes an almost perverse delight in using old names to describe new powers.  In turn they tend to be more complex without really adding anything overall.  It stinks of a designer who just wanted to "brand" the new codex as his own by fixing what wasn't broke.

Number 4 -- Why Take Termagants without Tervigons (and Vice Versa)?  To my mind a classic sign of a bad design is when you would be insane not to use the unit in question.  In this case it is Tervigons with Termagants -- why would you ever take one without the other?  It wouldn't be so bad if the other staples of Troop selections -- Hormagaunts and Genestealers -- weren't such obviously inferior choices.  Mind you, Termagants would be as well without the Tervigon, but that is the point.  So, we are left with a situation where the good old "horde army" design for Tyranids has turned into the "Tervigon + Termagants" design.  I'd better do up a few more of the former...

Number 3 -- Where are the New Army Designs?  Maybe this is just personal taste, but another attribute I look for in a codex is a wide range of different basic force designs.  For instance, the new Blood Angels codex offers the chance to play a competitive all flying army.  By comparison, the Tyranid book doesn't even though it is primed to do so.  Where is the character that would allow you to take gargoyles as Troops?  Likewise, there really aren't any 'new' designs available in the new codex while old designs have been, if anything, more marginalized.  An all Genestealer force is now not viable while a generic horde army becomes a not-so-generic Tervigon and Termagant army.  Likewise, a 'Nidzilla force is no more elegant than it ever was.

 

Number 2 -- The Genestealer Has Been Nerfed (Biovores too):  I hate to use the term most because it tends to be overused, but in this case I think it applies.  The one-two punch of Rending being partially de-clawed and the 'Stealers losing the ability to have 4+ armor completely changes their battlefield role (and to something less meaningful).  Remember that Space Marines -- you know, those guys that go around with loads of AP5 Bolters -- outsell all other armies by a wide margin.  Thus, they'll be the most common army you fight and now they can make genestealers melt like sugar cubes in the rain.  Playing a 'Stealer cult is therefore no longer viable.  Heck, Stealers as common Troop choices are questionable.  Their only real remaining role is as an ambusher that sticks to cover and tries to jump unsuspecting targets.
Oh, and with the advent of only one type of Spore Mine Biovores go from marginal to meaningless.

And, the Number One Reason Problem with the New Tyranid Codex -- We Will Likely Have to Wait the Better Part of a Decade to Get a New Codex:  'Nuff Said.

*          *          *

P.S.  Before people start thinking otherwise this list does not mean I believe the new book is worthless or non-competitive.  There is definitely stuff to like -- Trygons most of all -- and army designs that can challenge anyone.  I just expected something more inspirational and clever.  What we got instead was a mediocre codex that isn't likely to increase the popularity of the force (e.g. we might gain players, but will are also going to lose just as many).

Comments (5) -

  • AbusePuppy

    AbusePuppy said,

    10. A 1/18 chance of taking a wound if you fail your invulns (~50% chance for the Zoey) is simply not that big a deal. You know what was a lot more crippling? The old Codex's powers being, for the most part, complete trash.

    9. Sometimes GW is dumb.

    8. I like the Tyrannofex. I use them. I think they're good. If they don't work for you- hey, that's unfortunate, but it doesn't make them bad.

    7. The price bump was because they got huge stat boosts. The 114pt Carnifex was hugely undercosted, and the only thing keeping it in check was the fact that the rest of the army was trash. (Of course, they swung too far in the case of the 'Fex and now he's pretty poor, but that's another discussion.) The Tyrant is expensive because he's an absolute beast.

    6. ID is intentionally a weakness of Tyranids now. Complaining about that is like complaining that Marines can't field a 100-man force at 1500. And, for reference, shooting S8+ weapons at Warriors (if you built your army properly and have enough MCs to threaten them) is exactly what you want your opponent to do.

    5. This is always how things work. Adrenal Glands boost your initiative. Toxin Sacs make you more able to wound things. Warp Field protects you from shooting with an improved save. The essential functions of things remain the same, even when their details are changed, because those things all have place in the fluff. The stat alterations were confusing and unnecessary and turning the biomorphs into (largely) just referencing the USRs is a much neater way of doing things.

    4. Because you're dropping in with Spores? Because of points limitations? Because you filled all your troop slots? While it's true it's more or less a given for most armies, so is mounting your IG Vets in a Chimera/Valk or dropping your Tacticals in a Rhino or any number of other things. Some units naturally lend themselves to a tactic.

    3. Wat? No, the codex doesn't spoon-feed you army designs the way the SM codex does ("Okay, Salamanders like fire, so make sure to use these two specific weapons in your army okay? Because they represent fire. So use them in your army. For the fire.") It still offers a significant number of different army builds. Yeah, I would've liked to see the all-fliers army too, but if you're talking fluffwise, that army doesn't exist; it uses Mycetic Spores to drop onto the planet, not flying through space. The codex has plenty of builds- honestly, the real limiting factor is anti-tank.

    2. Yeah, 'Stealers aren't as good as they were, despite the points drop and new options. Bawww. Some things get better, some things get worse. It's not like they're so bad you can't use them, they just aren't particularly tournament-worthy anymore. Honestly, they weren't really before, either. And Biovores were absolute trash before and became moderately useful, I don't know what you're talking about. Large blasts are good, even against Marines. The crappy AP3 mine was a laughingstock- it _sometimes_ managed to cause a single wound and hoped they didn't have cover. Cause 3-4 wounds and assuming they'll fail saves eventually is a much better plan, and now the Biovore is also mobile.

    1. If you want a codex update every two years, play Space Marines.


  • shadowvast

    shadowvast said,

    Hey to answer number 5:
    They did it (IMHO) not to nerf-bat the carnifex and tyrant, but to kill of the build that resulted from the cost of those units: Nidzilla. I'm sorry but 8 monstrous creatures, with as many as 5 of them with t7 is just too strong, especially when that is the only build you ever see at competitive events. This codex is a bit of over compensation to the horde side of things.....*cough...tervigon....cough*


  • Schnitzel

    Schnitzel said,

    When I played against 'Nids last week I was a little surprised at how "tame" they seemed compared to the list I played against before the codex came out.
    As I've never read the previous codex, I really can't comment on "nerfing" and other such flaws with the new one. However, I do think it's brought some interesting new things to the front such as Deathleaper and other such "named" characters. I think this codex is surprisingly flavorful for it being xeno scum and all. ;)


  • Da Masta Cheef

    Da Masta Cheef said,

    quote:  'Remember that Space Marines -- you know, those guys that go around with loads of AP5 Bolters -- outsell all other armies by a wide margin.  Thus, they'll be the most common army you fight and now they can make genestealers melt like sugar cubes in the rain. '

    Welcome to the Orks' world there buddy. We've already had to deal with that for how long (and charging into HTH with I 3) and your complaining>


  • Ranillon

    Ranillon said,

    @Da Masta Chief -- But, that is part of the overall approach of an ork army.  Thus, it has ways to balance out that vulnerability, most obviously large numbers.

    By comparison, genestealers are still expensive, but now die as easily to bolters as orks half the price.  If Genestealers had been dropped to, say, 10 points or less I wouldn't be complaining -- numbers would make up for the new major vulnerability.  In reality, however, now we have still expensive units that are merely bolter fodder.  It completely changes what genestealers were from last time and turns an all genestealer army into a waste.


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