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I have not played 40k since the new edition came out but used to be a relatively successful Tyranid player. Since reading over the new rules it seems that we have gotten a pretty bad deal. Maybe it is just me but when I play my troops are never really meant to live past about Turn 3 or 4(with the exception of Stealers). Now I see that I have to somehow not only keep my Troops alive but also have the T3, no save little buggers try and hold an objective. How have you all adapted to the new rules? As I said, I have not played since they came out but I am looking at getting back into it now. I may have to go with my other army, Necrons, for now but I hear that the new edition also didn't do them many favors either. All comments and suggestions welcome and thanks in advance for the advice.
I think the nids got the short end of the stick with the 5th. Genestealers with their rending got nerfed. You can no longer consolidate into another squad like you could in 4th. It's much harder to take out vehicles nowadays. Plus, as you mentioned, try to hold objectives with your little bugs. I guess on the bright side, you can now get cover saves from your own troops or the TMC's.
Some of the rule changes have nerfed tyranids, but nevertheless I believe some other changes helped them wuite a lot.
MCs can now run during the shooting phase, which means that CC'fexes are all the new vogue.
True that you can hold objectives only with fragile T3 troop choices, but nids can have very LARGE units and with synapse they won't be running around anywhere, even if down to the last model.
Furthermore you don't have to worry about sacrificing points to the opponent, as these aren't necessary for success anymore: you can simply have WoN gants go and splatter themselves against the enemy just to have them come back and claim an objective that is close to the edge the next turn and they will be doing it with full numbers! ^_^
5th edition changed a lot of things, for a lot of armies... we simply have to adapt! =)
- Just love that maki! -
While Tyranids have been hit rather hard in some cases I would like to point out that Necrons have gotten a slightly shorter stick. Their big Gauss fun no longer can kill tanks outright. In CC they are much more likely to get SA'd.
There's another thread that has gone into detail on this.
Eh, we're still very powerful, but we did get "nerfed" technically. Still able to crush the tourney circuit, including overrated (vs. us) armies like biker nob cheese, etc.
Weaker, still very, very good if built to win.
Nids & Guard
GMail = MVBrandt
I placed 3rd in a Tourney of 12 behind Daemons and DE this weekend, and while I was wiped on the floor in the Anhilation mission, I think I did pretty well.
Considering objectives, you should place all yours in cover, and I would assume your opponent would. Big broods of spinegaunts in cover is a good thing. Sure they can wound you easy enough, but you still have a nice 4+ save and plenty of wounds on the cheap. The only thing you have to watch out for is flamers, and anything else that will ignore cover.
They did get beat pretty bad with the nerf stick, but that just makes it more challenging and more satisfying when you win.
Everyone thinks their own army was hit hardest by 5th edition.
Personally, I play Guard. Guard auto-lose kill point missions, and although we have a lot of scoring units they're no better off than gaunts are. Or rather are worse off than gaunts because of our average LD and being limited to squads of 10s, other than conscripts.
Last edited by jh316; February 9th, 2009 at 23:42.
I'm feeling nerfed, I look at my genestealers and almost cry... *sigh* this is the ramblings of a disillusioned hivemind.
This new edition has ruined my way of playing tyranids, I have a swarm army, somewhere around 100 gaunts, 20'ish genestealers and lots of warriors, throw in some shooty fexes for support and charge the enemy lines.
What used to happen was that most of the army would get shot to pieces on the way in, but then stealers would connect, start ripping things apart, the odd gaunt unit would actually kill something and then jump to the next unit, the carnifexes would trade shots with the tanks and usually get the better of the armour, discounting landraiders, of course.
Then came the new edition, most of my army still got shot to pieces, but the stealers were having trouble hurting the opposition, the gaunts couldnt jump from unit to unit and the fexes were losing the battle with anything with an armour value... what went wrong?
I'll sum it up for you:
Rending got the axe, no longer do marines quake in their power armour at the sight of genestealers.
The end of sweeping advances ruined what little chance my hormagaunts had at killing more than one unit.
I can no longer destroy a tank with a venomcannon (ok, I can, but I have to strip the darn *insert something more powerful here* thing of all its guns and immobilise it first), which means that I need more fexes per tank to get the job done, more than I can fit into, well, any Tyranid army.
There were good things with this to new edition too:
Run is great, finally I can use CC fexes (somewhat making up for the uselessnes of the venomcannon) and warriors got a lot better, fast synapse just got a cheaper.
The LoS and coversave rules are good for my nids, I can hide my stealers behind my gaunts, making them cheaper since I dont have to worry about the extended carapace anymore.
Template weapons, no longer do I have to pay for better bs, I can just use template weapons, I love barbed stranglers and deathspitters now.
Feeder tendrils, they make stealers better.. what I wouldnt have given to have the new Feeder Tendrils along with the old Rending.
Now, at first I cried, wailed and listened to emo music (yes, it hit me that hard), but I tried to recover, I figured, hey, CC fexes have always looked cool and now they work, I can use cheaper stealers and warriors, the old question of why a Broodlord cant keep up with his retinue was almost solved, a new cheap shooty fex (with a barbed strangler, scything talons and no Enhanced senses) became an option and I could hide units behind other units, I was finally going to get some use out of all those spinegaunts and above all, I could run, I felt sure that run would save me, I tried to be positive, I really did.
But it didnt work for me, the broodlord never reached his target, neither did the CC fexes, my warriors got shot to pieces, my hormagaunts charged, killed and got shot to pieces and my new and cheap genestealers were of less use than my hormagaunts.
For me, the swarm army and the balanced Tyranid lists are dead, I cant hold objectives and annihilation the opponent isnt very very hard to do in most missions.
I have two choices now, reconfigure my Nids, going shooty, stealer list or nidzilla, or pick up another army... *sigh
Originally Posted by Karmoon
I have to agree, Nids got beaten pretty hard with the nerf stick. I will admit I'm not that good at the game but I was doing a whole lot better with 4th edition then I am now. I play a swarm army and the fearless rule costs me pretty bad in melee. If I get a bad roll (which I often do) I have a chance of losing an extra handful of gaunts in combat. Hormagaunts barely seem worth it anymore. I started playing the game with nids because I liked the idea they could rip things apart in close combat but now...nothing. Stealers are about the only units worth throwing into melee anymore. I use a dakka-dakka tyrant and a sniper-fex and they work great but in order to win I have to avoid melee....for a tyranid army to win it has to avoid melee! Am I the only one that thinks thats really wrong?
Alright well nids are probably still useful I just have to redo my entire army (I was a swarm/assault build). Semi related: I hear the marines are getting beefed up with this edition (as if they wern't already stupid strong)
"Ohm nom nom nom"
Sorry, I've not properly read up on the 5th Edition rule book, I bought it ages ago, but never bothered to read it cause I wasn't playing.
Can you only claim objectives with troops?