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one thing i really dont like is their armour save, for example, a hormagaunts armour save is 6+. but i guess thats where the 'swarm' come is. what are you views about tyranids?
Where to start.... well we got screwed by the FAQ, we had a good anti psyker system in shadow in the warp and then they nerfed it spectacularly by saying it doesnt work against our biggest weakness - mech.
Its not so much a dislike or a bad thing, but thats the glaring weakness right there. Tyranids cannot deal with mech lists (and indeed MSU or multiple small units lists) without a large amount of bias towards anti tank. This problem is compounded because our anti tank is exclusive to certain units, such as hive guard or zoanthropes. This makes our weakness VERY easy to exploit, you kill the anti tank units and the list suddenly loses performance dramatically at its unable to deal with its main weakness.
Hopefully that makes sense.... what im trying to say is that tyranids, moreso than other armys NEED a large amount of anti tank, and without it your list can be picked apart on the field of battle, then ultimatly destroyed. Every army has a weakness, we're just disadvantaged because ours is so easy to exploit.
Your friendly neighbourhood gargantuan creature
- Synapse. However a good general will get around this so it's not that much of an issue anymore.
- Low saves. So be sure to give cover saves whenever possible.
- Lack of AP weapons.
- Lack of anti-armor shooting. For heavy armor you're really looking at tyranofex or zoanthropes to stop tanks. Heavy VCs are good for glancing. (I almost didn't put this on the list since we came from only having the glancing HVC to stop heavy armor.)
- Less of an ability to assault into cover. With nids high INIT, to assault you need to be sure you either assault outside of cover or have some method to assault into cover. The loss of flesh-hooks really knocked nid CC down a level.
All the above can really be dealt with by building a solid, flexible list and knowing how to play your army.
jon, remember how much your hormogaunt costs compared to that space marine and his power armor that you're drolling over. you can have three termagaunts for his one marine. Yes his one marine will be able to easily kill one of your termagaunts, but it will take him at least three turns to kill each of your gaunts where you could (with a little luck) take his marine out after only one turn. In other words you have more wounds to make up for your lack of armor. Not to mention armor is moot if you have cover save that's better. A gaunt in cover has a save almost as good as that marine.
finally, the Tyranids aren't really concerned with personal safety nor the loss of... well anything. It all gets reabsorbed into the hive fleet and respawned anyway.
I think that the points cost of some of our larger Tyranids is a problem. I like the Carnifex but I think it's too much points compared to some other monstrous creatures like the Wraithlord. Also from what I've heard of the Talos in the new Dark Eldar codex it will me meaner but probably not much more expensive, maybe even cheaper.
A look at the fairly low price but extreme nasty power of this Necron thing (link herehttp://www.forgeworld.co.uk/Download...t/tstalker.pdf) shows how people who make the rules seem not to realise what they have made is overpowered compared to a Carnifex.
Once a Carnifex has a few upgrades it costs alot more than that. Fluffwise a Carnifex should cream some Necron thing and most other big stuff too. Instead it's too easy to beat. In many ways monstrous creatures are our version of heavy weapons. They should be cheaper for Tyranids not more expensive because we have few anti-tank weapons.
Last edited by Leech; November 4th, 2010 at 22:42.
The inability to put a prime with our drop podding gaunts also makes me sad.
I think the thing that really hurts is how stacked and important our elites are. I always want to take another unit of either hive guard or Zoanthropes, but cannot.
And the thing I think should be a rule change that would be great for most armies is that units with Move through cover should count as having offensive grenades if they roll a 6 on the difficult terrain role.
I think hormigaunts should cost 1 less...I mean they shouldn't cost the same as Orks who have more attacks, higher toughness, a shooting attack, and a hidden power fist in the unit that often causes the same number of wounds as the rest of the unit.
And I really would like Warriors cost less and only have only 2 wounds...it just bothers me that you pay for them and then it really hurts when they get insta-killed by power fists which always makes you lose the combat; and then you are fearless so you take additional wounds...it is just a fail.
Funny story about warriors... had a whole unit of them go in one shot from a vindicator cannon. Turn one, he fires, hits on the scatter dies, rolls to wound on each model and poof the warriors never even existed.
I think the main problem that tyranid armies have is the lack of long range Anti-Armor fire and the lack of a deacent save. I realise we can't have everything and we could always look for cover to get saves, but with the whole true LOS and ridiculous amounts of long range, high strength, low AP weponry other armies have, unless you can close the gap quick enough, you are gonna get smooshed in the long run.
The whole ridiculous cose for monstrous creatures these days needs to be re-assessed, as most 5th ed armies have either had the cost for Tanks reduced (if you are a Mech army) or the price of MC's increased if you are either tyranids or chaos or something that can take MC's.
I can honestly see where they were coming from with increasing the cost of carnifexes after 4th ed as a 2 x TL dev carnie with enhanced senses for 113pts was a bit rich, but the fact that a 2 x TL dev carnifex is almost as expensive as a trygon these days and has both less wounds and doesn't get a re-roll for failed wounds kind of kills the motif of taking a deacent amount of MC's anymore.