Wow. We had better be missing out on something really, really good. Just like CSM turned into Codex: Heldrake and friends, this might be Codex: Harp/Crone. And that's assuming those actually turn out good.
Wow. We had better be missing out on something really, really good. Just like CSM turned into Codex: Heldrake and friends, this might be Codex: Harp/Crone. And that's assuming those actually turn out good.
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.
Wow, this is pretty aweful so far. Blinding Venom on a 6+? A single attack? Why? That's the most self-defeating bio-morph ever. And Regen got worse?? One roll? Hell, I'd take the old regen over that crap. Surviving a walk across the table is looking like it isn't an option at all. And if scything talons blow that bad, I'll have to completely restructure my army, glad they came with so many bits!
Plus side, 120 points of current gaunts scores 1 less hit than 120 points of the soon-to-be current gaunts.
So hormagaunts, being cheaper naked, are actually better (in addition to moving 1" further across two turns on average... wee?). Plus they're AP6... so... that's... almost... something. Yay orks?
Losing re-rolls on things like Fexen and Trygons are what really hurts. Trygons may actually be replaced by cheaper SK fex broods, due to HoW bonus hits. Who knew.
And talons are there on MC's to give a bonus attack if you deck for CC - you're still AP2 by nature of being huge. Warriors, at least, have not lost the attack, so will benefit from Talons in the form of the bonus Attack. Don't know that we've heard of the stats of other mid-bugs... it seems only MC's confirmed to have gone down (and then the Fex can get the tail weapon to boot for an extra attack, though not as potent).
At this point, I'm kind of fed up. I'll probably talk myself into trying a few games... but...
Nids are appearing to be a shooty MC army. Just not what I wanted when I bought them.
I suppose it depends on the cost of the biomorphs and there is probably some things we are missing but so far the new nid dex sounds underwhelming again.
Regen sounds like IWND, but with a 4+, Tyranids are losing everything that sets them apart, and by far being made worse in my opinion. I'll read the whole book, play a few games, but my tyranids might just be for display in a few months if this is as bad as I think it is.
Edit: At least flesh hooks and spine banks are pretty much assault grenades, but flesh hooks losing rending? Perhaps Deathleaper/Lictor have rending as a stock rule for shooting/combat...
Last edited by kublade; 01-07-2014 at 10:10 PM.
This is all really, really disappointing.
Alright Bigred Here's your summary.
Psychic Powers:
NO BRB ACCESS!
Dominion, primaris: blessing, targets psyker, +6" synapse, ML1
Catalyst: Blessing, FNP on caster and unit within 12" ML1
The Horror: Malediction, -2Ld Pinning test on unit within 24" ML1
Onslaught: Blessing, target may run and shoot, 24" ML1
Paroxysm: Maledition, -D3 WS, BS, 24" ML1
Psychic Scream: Nova 6" 2d6+2-Ld wounds, ignore armour, cover ML1
Warp Blast: witchfire
24" S5 Ap3 Blast
18" S10 Ap2 Lance
ML2
RELICS:
Claws: S user, AP5 rending, if bearer kills model in CC gains Preferred enemy (that codex) for the rest of the game
Crown: +6 Synapse range
Cannon:
Two Profiles
36" S1 Ap4 Assault 1, Blast, Poison 2+
Template S1 Ap4 Assault 1 Poison 2+
Ymgarl:
Mechanic same as last codex with
+1S or +1A or +1Sv
Sword
S +1 Ap3 Shred, 6's to wound cause ID, +3 initiative
Biomorphs:
Acid Blood, Enemy unit takes I test for each wound caused by it in CC, if failed take a S(3?) Ap2 hit, ignores cover
Acid Maw: Replace all attacks for single attack with
S5 Ap2 Melee
Blinding venom: Replace all attacks for single attack with
S3 Ap- Poison 6+, Blind
Regeneration: Roll a dice at end of turn if one or more wounds missing, 4+ regain a single wound.
Toxic Miasma: During assault phase, once a game at I1, Enemy units in assault with the tyranid takes a S3 Ap- Poison, ignore cover hit, the number of hits is equal to the number of enemy models in B2B
Flesh Hooks: Assault grenades:
6" S user Ap- assault 2
Spine banks:Assault grenades
8" S3 ap- assault1 blast
Toxin sacs: Poison
Wings: Turns MC's into FMC
Tails: single bonus attack, does not benefit from special rules, biomorphs or any other gear
Bone: S8 Ap- Unwieldly
Pincer: S6 Ap5
Tresher: S4 Ap4
Toxin: S1 Ap6 Poison 2+
Miscelanious
Shadow and synapse are two separate rules
Shrikes:IN
Sky-slashers: IN
Ymgarls: OUT
Fleshhooks on warriors and shrikes
Scytals: NO ADDITIONAL BONUS, S user Ap6 is all she wrote folks.
Haruspex: Regular MC pace
Trygon tunnel: No way to dedicate units to the tunnel
Toxin Sacs :10 pts
Ad glands: 15 pts
Regeneration: 30 pts
Acid Blood: 10 pts (haruspex may not take this)
Last edited by daboarder; 01-07-2014 at 10:53 PM.
Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
I probably come across as a bit of an ***, don't worry I just cannot abide stupid.
That is quite frankly, ****ing brutal!
Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
I probably come across as a bit of an ***, don't worry I just cannot abide stupid.
yep. I had this though last week. I really started getting this dark feeling of "It's just going to be more of the same..." and it totally is.
I don't think they addressed any of the issues Nid players actually had. oh well.
Oh wait, we might get flesh hooks as assault grenades...but we lost attacks and re-rolls to hit.
MC's got cheaper (so you can buy more models) - but they lost attacks and now have no quick way into combat (no spore pods)
I'm holding out for Eternal Warrior still. otherwise, my warriors still won't see the light of day.
Last edited by AdamHarry; 01-07-2014 at 10:20 PM.