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So now that many got the new codex and played a couple of games with it... what do you think?
Here's my oppinions:
Pros: Nice boost to all ranged weapons except VC. And some new CC weapons (bonesword and crushing claws) although they could've been more creative.
Cons: Str cap on all ranged weapons.
Thoughts: I'd really like a Power Weapon like CC weapon for the nids... maybe Razor Claws?
Pros: Much more biomorphs.
Cons: Winged creatures can't take Extended Charpace. Regeneration wasn't as good as the expectstions.
Thoughts: Maybe 5+ on regeneration instead of 6+?... ok fine if it'll cost more... but then it'll be really useful.
Pros: One new power. Added invunerable save to Warp Field.
Cons: Can't use concentrated Warp Blast if taken Enhanced Senses.
Thoughts: I want better iv save for warpfield. Doesn't like the "Can't use concentrated Warp Blast if taken Enhanced Senses." rule... remove it! At least I want one model that can shoot in my army.
Hive Tyrant: (compared with Mutable Genus HT Table)
Pros: One more I than before. More biomorph options. More weapon options. Psychic Scream costs 5 points less than before.
Cons: Can't have two of any ranged weapons anymore. Restricted to only one more Psychic Power. Warp Field costs 10 more points than before.
Thoughts: I want the option to have 2 psychic power. I want a Leaping option as well.
Pros: now 1-3 brood. May choose between Scything Talons and Lash Whips.
Cons: No more Spineshield.
Pros: Great HQ in general... one of the best HQ creations of GW history IMO
Cons: is 0-1
Thoughts: Remove the 0-1 cap.
Tyranid Warrior: (compared with Mutable Genus Warrior Table)
Pros: New Biomorphs. Cheaper Ranged bio weapons. Reduced cost for Leaping.
Cons: Removed Implant Attack. Increased costs for: Flesh Hooks, Scything Talons. Arnt beast anymore. Can't take VC/BS for entire brood and become HS.
Thoughts: Bring back the Beast rule. and remove the one VC/BS cap/brood.
Pros: added Phermone Tail and Feeder Tendrils. new secret deployment rule.
Cons: one less wound than 3rd ed, still too bad in CC (fights like a buffed stealer in CC and takes damage like a Ravenger... argh can't stand it being so bad in CC).
Thoughts: Make it more CC capable (reroll to hit or power weapon or something like that).
Pros: better Save. More biomorphs. Almost all old biomorphs have been heavily reduced in cost. Gained FoC.
Cons: lost Infiltrate.
Thoughts: Make a biomorph that allows Infiltrate.
Gaunts: (compared with Mutable Genus Gaunt Table)
Pros: can get Without Number without beeing a seeding swarm. Reduced cost for Fleshborer
Cons: Have been heavily restricted in some areas, such can't take leaping, winged, Enhanced Senses, cant use CC biomorphs (Scything Talons, Implant Attack, Bioplasma). Increased cost for Devourer.
Thoughts: Make ST avalable again.
Pros: can have more WS than before.
Cons: The only gaunt type that can leap. Even more restrictions in biomorphs than Gaunts.
Ripper Swarm: (compared with Mutable Genus Ripper Swarm Table)
Pros: cheaper biomorphs, added Flesh Hooks biomorph. New Spinefist model.
Cons: still to low I.
Thoughts: One more I woudn't hurt.
Pros: Cheaper base cost. Cheaper Deathspitter and Spinefist. Added Special Rules: Beast, Deep Strike. Can acually take 3 weapons.
Cons: Can't assault from DS like the Lictor.
Thoughts: Assault from DS.
Cons: costs 2 more points than before. Still only metal medels.
Thoughts: WE DEMAND PLASTIC GARGOYLES!
Spore Mine Cluster:
Pros: Cheap choise for FA.
Cons: ... dunno I haven't played with them yet.
Pros: gained Toxic Miasma biomorph. Can choose 2 additional Psychic Powers.
Cons: still hits too bad.
Pros: better S and Sv. Reduced cost for Bio Acid Mines. Can capture table quaters, hold objectives and survive in a Meat Grinder battle.
Cons: Must be placed together as a brood now.
Carnifex: (compared with Mutable Genus Carnifex Table)
Pros: Lots lots of more biomorphs and options. Most biomorphs and weapons are cheaper.
Cons: Higher base cost. The cost for Enhanced Senses, Extended Carpase and Rending Claws has increased.
Thoughts: Higher I biomorphs to make capable CC fexes... either that or Leaping.
Last edited by zhaf; May 22nd, 2005 at 16:02.
Nice rundown there.
I agree with you on the power weapon-like biomorph, although they probably didnt because it would make nid Warriors very nasty
Ill maybe add to this list when i get my codex.
I've played for a week now with the new stuff and I'm quite happy with it, also genesteaers with FoF and scutlers are better than infiltrators.
also better initiative on the fex, no way unless you want people to cream cheese at it, but to your commenton the dual weapons on MC, yes your right.
Also the 0-1 limit on the BL should say, it's nasty enought as it is already ( mine took out a 240pts Slaanesh deamonprince without even breaking a sweat ) so 2 would be to much.
Broodlords are that awsome? Sweet. I have a bunch of stealers and stuff, and am planning on getting a new nid battleforce when it comes out, so its good to know that they will have a good home with him. Also, that way I don't have to use up one of my troop choices for those stealers as I'd still have 3 more squads and I need room for my termies, spinies, and hormigaunts, and maybe rippers. Can't wait for the new dex... only 2 or 3 more weeks!
Yea but being a power weapon looses the benefits of rending (auto wount on 6 to hit and roll again on armour penetration) instead you'll always ignore armour saves... it got it's pros and cons. Maybe making it cost like 2 points more than rending claws to make it more balanced.Originally Posted by RobizzleI didn't meant that infiltration was better than FoC... but I meant that if there is a biomorph that adds infiltration as special rule you can simply choose to have infiltration or being scout.Originally Posted by Dreachon
About the fex having higher I... adding just one more will make it better... since no fex are good in CC... despite it being MC. It wont win back the VPs if it's fighting common troop... but it'll die really quick against better troops cause youÃ¤ll have plenty of power weapon attacks against you that you can't save... even with highest fex T and most fex W. And I'm really dissapointed that fexes sucks that much in CC... it should rock if you pay almost 300points to take all CC biomorphs... but instead it dies really quick.
About the 0-1 broodlord thing... yes but HTs are nasty as well but none ever complains that it's cheese to have 2 HTs. Also one broodlord can't take all enemies at once during the first two turns or so before your other troops arrives. So with two of them you only need to fight half of the enemies army at the time.Yeah they rock... but as long as you assaults them and not the other way. I almost kills anything off in a assault with my broodlord and his Ã¼ber stealers. But I got assaulted by terminators once and they didn't last long. So place them well.Originally Posted by Phalanx
Devourergaunts simply rock. I fielded 32 of them in 500 points, and they marched up the board wiping out full squads of stormtroopers every turn.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
I don't see that very usefull... at S2 and hit avarage on 50% and the stormtroopers gets their save... shure you get double your attacks each and thats 64 shoots... but you'll on a avarage do 10 wounds. And Storm Troopers save on a avarage 50% of your wounds. Also your gaunts cost 7pts/gaunt * with 32 = 224pts. A full stormtrooper squad with all upgrades cost like 150pts. And they will kill gaunts before you are in range. They both shoot better than you, have higher S on their weapons and you don't get armour saves against them.Originally Posted by Baratos
I'd take like 45 spinegaunts... they're at the same price and if all shoot they'll wound an avarage 11-12 wounds and the stormtroopers doesn't get their save. Yes they've shorter range but lest say the stormtroopers kills 15 of my spine gaunts then I'll do 7-8 wounds... that's still more than your devourers.
... think about that
Are spinefists AP4 now??
Nope they're still as before... aww... ok I see my mistake from my last post... ok the troopers gets their save (looked in the IG codex and somehow my eyes slipped to some other units) ... but still... I think spinegaunts are better the devourers.Originally Posted by Robizzle
Last edited by zhaf; May 24th, 2005 at 10:36.
Actually, I saw the codex for the first time yesterday (Game Parlor has a copy chained to the wall, lol) and spinefists are now Twin Linked. Cool! Same stats as before otherwise, though.
Me likey the 36" range on the Barbed Strangler. Mwahahahaha!