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So we've all had a few months to play around and digest the new codex, tons of new models, lots of old ones still, changes to points etc! With large changes to the points, abilities and the general structure of each unit, how does it fair now?
Is the new codex a change for the better? Are the points now fair on the Carnifex? Is the introduction of the Mycetic Spore the best thing yet? Ooooh, this could go on forever!
Many new units introduced, even though some of them have been contriversial (Doom of Malan'tai comes to mind), others are said to be useless (pyrovores).
And even though the codex has changed unit to unit, how has it affected your army and playing style overall? Is the swarm style effective? How about the zilla style, with many new Monstrous creatures being introduced!
Personally, I feel that each style of Tyranids has been developed. The swarm style is very interesting now, especially with the introduction of the Tervigon and cheaper termagants. The Nidzilla style is also more effective, with deepstriking monstrous creatures (Trygon, Mawloc) and long ranged monstrous creatures (Tyrannofex). Of course there is the balanced style, which is still very effective, and can include a large amount of deepstriking in concert with long ranged barrages.
But is there an introduction of new styles as well? Fast attack/deepstriking armies are now possible, with cheap Gargoyles (plastic as well), Deep striking MC's and raveners, with Mycetic spores able to introduce troops quickly to the battle line. Barrage armies, with the introduction of the Tyrannofex, Hive Guard and Harpy.
Post anything you want really about the new codex! Don't be shy, even a few words don't hurt
I think overall the new codex is an improvement. Added much needed flexibility to the nid list that they deserved. The ability to deploy an all deep-striking nid list is worth it's weight in gold. My only real complaint is that carnifexes are overpriced. They really should have been about 20 points cheaper.
I'm going to agree with Tam.. except about the price of carnies.. (discussions ad nausium elsewhere).
I'm going to go out on a limb a bit and say that this is likely the best BALLANCED Codex I've ever seen. There really seems to be no 'best' army type. You like swarms.. build one. MC spam? go fer it! 'ballanced'.. knock yourself out.
There's room for screwing up but if you want you can build most anything you want and there's really no 'gimp' units in the list.. some not quite as solid.. but NONE that are 'useless'..
all IMHO of course..
I just finished reading an interesting blog by The Prince of Excess found here
In my response I wrote this:Very nice reading!
To be honest, I agree. But I think this is what makes the tyranids such a nice army to play! With a lot of the newer armies all you need to is spam. Tyranids, however, require much more skill and tactics to play with (according to your article). The point of the game is to not have the best army, but to have the funnest. And IMO, the game is much more fun when the armies are not all powerfull, but instead require thinking (like in chess) to overcome the over side... Thats what I'm thinking right now
I've fallen in love with the new codex. I used to cling to the Carnifex so much that the new codex really didn't sit right with me.
Thankfully though, I reworked my army list, I redid my play style, and thanks to the Mycetic spore I'm having more fun with my army than I've ever had with it.
I absolutely love our new ability to bring so much in reserves and Deep Strike, and it really makes all the difference to me.
My only complaints are obviously the Carnifex being overpriced and just very hard to put into lists anymore, and how badly Trygon tunnels were handled.
I recently got my first win with the New codex after switching from a balanced list with several monstrous creatures to a horde list with just one. I think our monstrous creatures went from far too undercosted, to exceptionally overcosted. Even with 6 wounds my beasts died to quickly to missile launchers and rokkets which you can not ever take cover from because your model is a foot taller than everything else on the board. The Tyrannofex seems near unkillable, but unless you are facing a landraider or a monolith it isn't going to get its points back as you have to shoot at transports to stop things from getting to it in hand to hand where it dies remarkably quickly.
I have not played an all monstrous creature list, but it seems like it would lack killing power; though with that many wounds it also would do pretty well sticking around.
Ranting and Rambling over there are a few things I think should be changed.
1) More or cheaper synapse - Synaptic broodlord would be nice, 2 wound warriors that cost less would also make a horde list less vulnerable to a devastating ordnance blast.
2) Rule Book change - Units with "move through cover" at roll a 6 for their assault distance count as having offensive grenades! We have two units (Stealers/Raveners) that are only effective because of their initiative which don't have the ability to take grenades of any kind. If you have to charge into cover you are screwed.
I must say that overall the book is very well done in my opinion. There are some useless things (the 'vores come to mind) however nearly every codex has that one or two units that no one would ever take so its not a huge issue.
I will say that after comparisons, I do think the carnifex is a bit overpriced. When compared to a trygon (assuming the fex has a spore) I dont see why anyone would ever take a fex over a trygon. The fex is better at busting AV14, but with a higher number of attacks and glands the trygon is also quite good at that, and better at everything else.
The one exception is maybe a dakkafex, but even then I would rather take a trygon prime I think.
Besides that I love the new book, most improved unit from the old book to this one imo is the gargoyle. I love those flying gribblies.
"I am the architect of fate!"
I have been thinking about how a lot of people say that this codex is much more diverse then the last one. That is true, with some well thought out additions to the army. But the massive changes to the bio-morphs hasn't been commented on at all! Before, each biomorph would change a stat on the stat line, but now they add extra abilities, such as poison.
Is this change that is not so good, or pretty good? WS 3 and WS 4 can be a big differance, and before we could make troops more specialized, while now each model is already made for that role. Are there any opinions on this?
I am still unsure, because both ways in which the biomorphs were used (4th and 5th ed) were quite interesting and good. We could make Sniper fexes viable with the enhanced senses, and Warriors pretty crazy and some cool stuff. But now we have poisouness Gargoyles and Hormagaunts, with Acid blood meaning killing nids in CC is not the best idea...