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  1. #1
    Veteran-Sergeant
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    Default Codex Tyranids: Summary in first post

    This post will updated regually.
    Please read this post and all following post first. If after that your comment hasn't appeared then you feel free to add it.
    Thanks.

    Cover Art
    [url]http://www.games-workshop.com/gws/content/article.jsp?aId=4500006a&_requestid=242986[/url]

    General Infomation

    Incase you havn't noticed, a few kits are up to advance order aswell as the codex so get over their if you want them.

    To be released January 16th 2010

    Written by Robbin Cruddance (Author of Codex:Imperial Guard) and is already completed.

    A second wave seems to be planned as well.

    HQ

    Special characters, such as Old One Eye and possibly the Red Terror, will return. These will be survivors of wars and also have been mutated, instead of individuals.

    Malanthrope may be a new HQ choice.

    Gaunts

    All gaunt now in seperate box sets.

    Hormagaunts will be 6 points and normal Gaunts 3 points including Without Number (WON). This is without ANY other weapons,
    only with WON. Hormagaunts will be able to buy WON for 3 points.

    Nidzillas

    Carnifex will be made to be more close-combat oriented.
    Crushing Claws are +1A, double Strengh (10 Max), ignore as, add d6 pen, d3 "wounds"/"vehicle hits".
    Shooty Carnifexs will become less powerful.

    Plastic Tyrgon kit

    One of the new species: The Mawloch. Buildable from the kit for the Trygon, it is a variation on the Trygon, "with a distending mouth and lots of funny spines all over it." Again go over to the GW website for a better look.

    Weapons
    Talons +1A.
    Envenomed claws, upgrade to CC symbiotes, wound on 3+
    Rending Claws, autowound on 6 on hit, more expensive
    Spinefists, fire and run?
    Barbed Strangler, large blast, entangle...unit next move as difficult terrain
    Lashwhip, remove X attacks from attacking unit (allocate as wounds), can target individual, but then only affects single model. no min 1A. no longer base contact constrained.

    Misc.

    Plastic kits are not been re-done

    More anti-tank weaponary.

    Warriors to be improved. They will be avilable in every slot. Wings will them Fast Attack, a Tyrant as a HQ makes them troops, heavy support have +1t, +1sv and each can take a "heavy" weapon.

    Possible new more powerful psyker.

    Genestealers are going to be reduced stat wise. Moved to Elites.

    Broodlord and Lictors will be much improved.

    See page 7 and 10 for a stat listing. I cannot confirm either of these and that is why they are not on this post.

    January Releases for Independent retailers:

    99120106017 Tyranid Battleforce 46 Fig Box 5-Dec-09 $105.00
    99060106064 Tyranid Spore Mines 9 Fig Blister 16 Jan-10 $16.50
    60030106003 Codex: Tyranids (English)96pp 16-Jan-10 $25.00
    99120106016 Tyranid Ravener Brood 3 Fig Box 16-Jan-10 $44.50
    99120106018 Tyranid Gargoyle Brood 10 Fig Box 16-Jan-10 $29.00
    99120106019 Tyranid Trygon / Mawloc 1 Fig Box 16-Jan-10 $49.50
    99110106063 Tyranid Pyrovore 1 Fig Box 16-Jan-10 $33.00
    99120106021 Tyranid Termagant Brood 12 Fig Box 12-Dec-09 $24.75
    99120106020 Tyranid Hormagaunt Brood 12 Fig Box 12-Dec-09 $24.75
    9906010606201 Tyranid Venomthrope 1 Fig Blister 16-Jan-10 $20.00
    9906010606101 Tyranid Hive Guard 1 Fig Blister 16-Jan-10 $20.00

    Will add new info when I get it.
    The One

    Please feel free to PM me aswell.

    PS: Sorry everyone for not updating to regully I've been having computer problems for ages. I hope to get back to normal soon.
    Last edited by the one; 12-10-2009 at 06:01 AM. Reason: Updated minis release list

  2. #2
    Battle-Brother
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    Default Bravo!

    This is how rumor thread should always be done (with first post upated with all the infos).
    I must thank you for this great initiative.

    Anyway, I'm really looking forward for this codex. I can't wait to get my nids back on the table!

  3. #3
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    Default

    Thanks, always good to hear praise.

  4. #4
    Occuli Imperator
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    Default

    Argh, My wallet can't keep up with all the new codicies, lol! I guess that is a good problem to have?

    DUKE

  5. #5

    Default

    I'm digging the Warriors as Troops move, if it turns out true. I have been building up my Warrior units of late to try a mass 72 Warrior 72 Stealer 3 heavy fex assault force.

  6. #6
    Chapter-Master
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    Default

    Not a nids player...yet, but I may be tempted to with these.

    A few things put me off before : gargoyles being metal, and the gaunts being put in one box - i like the hormogaunts but not the termagaunts.

    4 new species sounds cool too, I hope at least a few of them are more alien looking and less conventional than the other nids...that would go a long way in improving them IMO.

  7. #7

    Default

    With what looks to be a huge amount of new Heavy Support options introduced alongside the already trusty Carnifex, I sincerely hope they finally move Zoanthropes out of Heavy Support - great units, but sometimes you can really hurt yourself by taking a slot for them, especially if you only want one. Elites seem more suitable to me.

  8. #8
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    Default

    The Basic Gaunts all have without number and that is it. For 3 points that is a bagain
    No this world is theirs!

  9. #9

    Default

    I am not going to say there is Codex Creep since we do not really know anything for sure yet. On the surface, Without Number sounds pretty awesome but who is to say the rule is not slightly modified? I am not a Nid player so I don't recall if this is exactly correct or not but doesn't Without Number currently say that an entire squad has to be destroyed and then that squad walks back onto the table from the edge? For Termagants that doesn't sound so bad. If you take a large brood, they all have to be cut down. This gives up a VP/KP. They then walk back on from the controlling players edge. They are not as fast as Hormagaunts and do not have the range of heavy weapons. I'm not terribly worried about them especially when the Devil Dog, Punisher, and templates in general have the potential to really hurt those squads. Hormagaunts or Gargoyles, on the other hand, could become pretty nasty with Without Number. An eternal tarpit brood that leaps and bounds across the table or flies into the enemy lines. Even if the unit just charges the biggest, nastiest thing on the table and ties it up for one round before being killed, they come back and can do it again in a couple of rounds. All they would have to do is tie up a vital unit and they have served a great purpose holding that uber squad in place until the heavy hitters can get in close enough to take their swings.

    Besides, if the Termagants come with no weapons for their cost then we could guess that a Fleshborer, Spike Rifle, Spinefist, or whatever else they have will push them up to about the same cost as a Guardsman or Ork Boy. Probably a point or two more since they have a special rule included. Due to their stat line, though, they may be only the same cost. Since the rule does not work like the Guard's Send in the Next Wave, the unit has to be wiped out before the copy enters play. That could work both ways depending on which side charges and which units are involved in the assault.

    But perhaps they have thought of the possible uses of the rule and have changed it slightly. I do not have any inside information so this is entirely conjecture but what if the rule is altered? Perhaps the unit that comes back onto the table is a bare bones squad. No weapons, just basic Termagants that were not modified for the battle and are fresh from the birthing pools (or the equivalent)? It would pretty much require a player to have extra models without any mods so I doubt this will be the case but who knows?

    Also, having more options is great, I think. Perhaps some units are exclusive to certain builds? Taking a Hive Tyrant precludes the use of a Malanthrope or vice versa. If a Malanthrope is fielded Zoanthropes could count as Elite and Heavy or something. I am sure there will be some really cool stuff in the new Dex and probably some of it will seem cheesy at first glance but I think all of the recent Codicii will cope with it just fine.

    Maybe the new Codicii are even being put together with an idea for changing the game dynamic in mind? Notice all of the vehicles that started showing up? Everyone decides melta is the new orange and dumps plasma to the side. Everyone decides Vulkan is the new orange and starts building to fight that. Lash was the color du jour and everyone got into vehicles. With three possible horde armies, plasma is a better choice than melta because it offers more shots. I think the only thing that has not changed is that missile launchers that can fire frag and krak are useful and that IG mortars still do what they have always done. All of the other list options go in spurts. A few years back, no one used Rhinos or Chimeras very much. No one used flamers because they had plasma. No one uses plasma because they have melta. At one time when hordes were the in thing, everyone I saw had heavy bolters and assault cannons. I think it might be a good thing to have another good horde option around to make folks mix up their lists a bit. If you only have six units on the tabletop and they can only kill a couple of models a round and the squads being carried inside can only kill a handful of models a round with all of their meltas and fists, they will get swarmed. If you overboard on anti-infantry, you will wipe the table against the horde but might not be able to hurt their big guns reliably, or at all. It just seems to me that the pendulum swings back and forth. Elite Marine armies have loads of power but it is concentrated into a handful of units or models. Line armies have decent power spread throughout and their big guns usually are glass cannons or are restrictive in some way.

    I am looking forward to the new Wolves and Nids Codicii not because I play them but because I know people who do play them. I got new goodies with my Chaos Marines and Guard armies and now it is their turn. That's the way of the world. Have fun and remember, no matter what army or Codex you play for or against, any other army can beat any other army on any given day. It comes down to using your build effectively and the luck of the dice. Unless money is on the table, it is just a game. Enjoy your couple of hours and blast the crud out of these new bugs.

  10. #10

    Default

    RG you basically nailed why WON isnt worth it atm on anything but a minmalistic squad.


    gaunts have short ranged weapons (12") and come from your table edge once you manage to get them killed. on a big brood this means you are getting your unit back prolly soon turn3 or late turn 5.

    add the fact that they shurely will stillr equire synapse and you can neutralize them quite well.

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