PumpkinHead Posted August 6, 2015 Author Report Share Posted August 6, 2015 I liked the old synapse where they couldn't be instantly killed. But I think something along the lines of, for every synapse bubble the unit is in it gets +1 to its feel no pain role. So 1 synapse gives you 6+, 2 synapse =5+, etc. Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 6, 2015 Report Share Posted August 6, 2015 A genestealer with 6 attacks. Crazy good. Sign me up. I wonder if these guys have thought about playtesting one game with Tyranids before they release it to the public. Everything in this codex works in theory, but stops being effective once it is put on the table. Man if someone did their job for at least 5 minutes, this codex could be great and fun to play. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 I liked the old synapse where they couldn't be instantly killed. But I think something along the lines of, for every synapse bubble the unit is in it gets +1 to its feel no pain role. So 1 synapse gives you 6+, 2 synapse =5+, etc. How 'bout IWND instead? I don't want the gribblies being too tough, but having a way to get wounds back would be slick. Then again, I've already discussed how I would completely revamp Nids to have no armor saves and just FnP and TONS of wounds (like 12 on a Tervigon for instance). 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 Everything in this codex works in theory, but stops being effective once it is put on the table. That's exactly how I feel about the dex. It's hard to put one's finger on why it doesn't work, until one sees it play out. 1 Quote Link to comment Share on other sites More sharing options...
Chapel Posted August 6, 2015 Report Share Posted August 6, 2015 Genestealers being able to assault out of reserve, infiltrating, or outflanking would go a LONG way to helping them. 6 attacks would make people fear them like they should, but people would just shoot them off the board with the weak save they have currently. Bring em in off a table edge or from an infiltrated position with 4-6 attacks each.....oh yea. People dropping dueces in their shorts everytime you put some down. Warriors are easily fixed by upping their Toughness to 5. Currently they just get blitzed out by fire with such a weak save, and instant death killing them off. Even at T5, with a weak save, massed bolter fire rips them up, and at a high point cost, it's not nearly effective as they should be. It's kind of a shame that the Flying Hive Tyrant has to be the anchor and spammed to make any kind of a competitive list. If more options were viable, that would be sweet! It would also be nice to have something other than the Barbed Heirodule to be reliable for taking out armor. I think they were on the right track with the Exocrine, but shorted it with only Str 7 on it's shots. If it was Str 10 then we'd have a winner. Same goes for the Hive Guard, up those cannons to Str 10 and all of a sudden Nids have a viable force that can reliably hit armor from a short distance. Some of the other units like Trygons and such also got weeded out for more effective units. If they could attach to raveners or hormagaunts when deploying, that would be a huge bonus. You have a mini-formation or something where you bring in a Trygon, hormagaunts, and genestealers. Then the opponent HAS to deal with the immediate threat, as opposed to just a single unit at a time popping in piece meal. I guarantee you would see more units other than Flyrants. Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 What I want from Nids is a threat overload on infantry units that diffuse shooting threats. If Warriors are important to kill because of synapse, then you need to shoot them. If Hormagaunts are fast and can tie you up and maybe even kill you in melee, you need to shoot them. If Genestealers will kill you in mlee you need to shoot them. If they are all pointed right (hormies with adrenal glands and beasts should be about 6 pts IMO, so 30 of them are 180 pts...) then it won't matter that each can be killed easily if they are just flooding you with bodies. To further that, I'd make Nid MCs mostly T5 with just a crap ton of wounds. Basically just double what they have now. Also, give them 4+ FnP stock. So, a Carnifex would be T5 with 8 wounds, but 4+ FnP. Also, a special rule that states that if it dies in melee before swinging, it still gets to swing with half of it's attacks. I wouldn't give Nids a ton of anti-tank options at range, especially not high strength stuff. E-grubs is a good choice, and Trygons should have their electric attacks gain haywire too. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted August 6, 2015 Report Share Posted August 6, 2015 I think most nid anti tank should be a fixed chart kinda like haywire but not that good. High strength ends up being used to instant death stuff instead of tank work. Make the heavy stuff poison and "infestation" basically big blobs of little critters like tiny that eat wires attack crew members crawl around the tank looking for the weakest spot. As I typed this out maybe let all nid shooting be resolved against rear armor as the ammunition crawls around... I miss the living ammunition rules from before when they basically had shred on everything. Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 Pop tanks in melee like you're supposed to! Melee is a really reliable way to kill tanks if you can get there. Obviously, it gets fuzzy with things like Knights and such, but that's OK. But yeah, something like implant attacks. Maybe for every 6 to hit, you get a haywire test roll? Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 6, 2015 Author Report Share Posted August 6, 2015 Back to the main topic: 3x flyrants w/ egrubs Malanthrope Venomthrope Zoanthrope 4x 3 ripper swarms w/ ds 2x 10 tgants 2x dakkafexs S. Heirodule 2 Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 6, 2015 Report Share Posted August 6, 2015 *completely ignoring pumpkinhead* I like the idea of FNP rather than armor saves, however anybody with a grav gun might pee themselves, but it gives a great feel for nid specific game fluff. Much like demons and invuls. Now back to the main topic, how are the Fexes getting around? On foot? My opinion is they die way too quick. Venomthrope might also die too quick. Might look at taking more venoms in different squads or beef up that squad. Fexes will need the cover. Using E. Grubs as the sole hope for destroying vehicles is unreliable as there is only a 1 and six chance for a pen and it wont explode from that. Not to mention a 1 in 6 chance to do nothing at all. It will take at least 2 turns with well positioned flyrants having to land to take out a land raider. Risky. Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 6, 2015 Author Report Share Posted August 6, 2015 That is kind of what the S. Heirodule is for. It can take out a land raider in melee. I can drop the venom, zoan, and t gaunts to get two drop pods. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 Vector strikes also help. Again, Flyrants do lots of work... Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 6, 2015 Author Report Share Posted August 6, 2015 Vector strikes are 1 hit at S6. Only cones get S8. Would rather shoot 6 TL S6 shots. 1 Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 6, 2015 Report Share Posted August 6, 2015 Yeah the tough part isn't going to be killing the land raider. Any MC can do that in assault, it is going to be what's inside (usually thunder hammers or something stupid of the sort) but your're going to want to do as much damage to those in shooting being most of the time it is stormshield termies which MC's have a hard time in CC but if the S Dule is assaulting then they get off scott free with out taking shooting damage. However this really only leaves two options: B Dule Zoas Maybe Heavy Venom but uber unreliable Maybe Hive Guard - Impaler Cannon but BS3. Yuck. It's a tough cookie to crack. Pods are the next best thing since sliced bread. Maybe the best unit in the codex now. However your list would start to be a lot like mine, which is no Bueno. Quote Link to comment Share on other sites More sharing options...
fluger Posted August 6, 2015 Report Share Posted August 6, 2015 Vector strikes are 1 hit at S6. Only cones get S8. Would rather shoot 6 TL S6 shots. Oh yeah, I forgot that you lose a shot if you do that... NEVER MIND. Also, I glossed over that the list lacks crones. I think crones are really swell. Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 7, 2015 Author Report Share Posted August 7, 2015 I am not trying to copy your list. I just want to try and make the S. Dule work. I think he has great potential in the current meta. I am going to give him a try and see how he does at the Fluger game days. I was just looking for a little help to get the list as good as possible with it in there. 1 Quote Link to comment Share on other sites More sharing options...
DisruptiveConduct Posted August 7, 2015 Report Share Posted August 7, 2015 Make sure you using the latest data entry for the SH that is in the newest apoc book 2 Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 7, 2015 Report Share Posted August 7, 2015 Nah I just don't want to be like, "yeah you should use this model and this one and this one, come on man just do what every I do". I am a douche, just not that type of douche. 1 Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 7, 2015 Author Report Share Posted August 7, 2015 Anphelion project v2 is the newest rules set. I appreciate the ideas on trying to make the list better. 1 Quote Link to comment Share on other sites More sharing options...
winterman Posted August 7, 2015 Report Share Posted August 7, 2015 Back to the main topic: 3x flyrants w/ egrubs Malanthrope Venomthrope Zoanthrope 4x 3 ripper swarms w/ ds 2x 10 tgants 2x dakkafexs S. Heirodule Without obsec I don't see the point in using rippers and tgants (unless its model availability thing). Can always take Leviathan and a CAD in ITC so why not do that so your rippers and gants can obsec. Replacing the zoathrope with 3 mucolids makes that happen. Getting the CAD also opens up option for a fort. Would consider tweaking the troops such that you can fit a bastion/bunker for your shrouding bubble and free cover/LOS blocking for the flyrants. 1 Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 7, 2015 Author Report Share Posted August 7, 2015 If I go with a CAD and leviathon I need 5 troops, and only 2 of those troops will be obsec. So not much of a difference. The list I am looking at currently is: 3x flyrants with egrubs Malanthrope 4x 3 ripper with ds Dakkafex Tyranocyte Exocrine S. Hierodule I still have 85 points left over, but don't have any books on me to check points. I could maybe add a fortification. 2 Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted August 7, 2015 Author Report Share Posted August 7, 2015 If I go CAD + leviathon then I might as well add another flyrant. So 4x flyrants Malanthrope 5x ds rippers S. Hierodule Comes out to roughly 1800. So 200 points to play with. 2 Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 7, 2015 Report Share Posted August 7, 2015 If you could go with Mucolid spores you would save 50 pts over rippers. And being rippers can't secure objectives I figure why not. However that means that you also have to have the items to build/scratch build spores. Keep in mind that if out of range rippers will easily kill themselves with IB Feed. Real jerks if you ask me. If you have lictors I would think about making that work. Since you can have a formation and 1 lord of war in most ITC acceptable list I would look at taking the lector spam list. Quote Link to comment Share on other sites More sharing options...
huggies01 Posted August 7, 2015 Report Share Posted August 7, 2015 ....Or Lictor list, if you don't happen to like Fava Beans and a Fresh Ciante. Quote Link to comment Share on other sites More sharing options...
fluger Posted August 7, 2015 Report Share Posted August 7, 2015 And being rippers can't secure objectives I figure why not. Why couldn't they? 1 Quote Link to comment Share on other sites More sharing options...
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