Saturday, March 20, 2010

My Thoughts on the Tyranids: part I – Intro

The first series of posts I’m going to do is a sort of codex review for the Tyranids. It’ll be unit-by-unit, covering every unit in the book and then a few list build ideas and tactics to go along with it. I have played about 10 games against the ‘nids and a couple with them on Vassal, and my experiences have been interesting.

To be honest, I feel sorry for the die-hard Tyranid fans. It’s not that their codex is bad; it’s just that it is not on the same level as the recent codices, namely IG and Wolves. I think that when a codex comes out, it should be slightly more powerful than the previous one. The ‘nid codex was a small step backwards. While not a problem at the moment, in five years I think the codex will be crap, unlike IG & SW.

In the period since its release, a certain build seems to be very popular. That is the dual troop-tervigon build, usually with 6-9 hive guard and 3 Trygons. Podded Zoanthropes sometimes replace the hive guard. In the posts to come I will talk about the strengths and weaknesses of this build, along with some other lists that I feel have gone under the proverbial radar.

7 comments:

  1. Hi Alex! Nice to see you have your own blog now. I'll be stopping by often.

    I think your take on the new Nidz is pretty much spot on. That said I think in time they will rise in the power level as people learn how to play them better. Unfortunately the army has already been overshadowed by the new Blood Angels. One thing I would love to see is more units that assault directly from deep strike so as to help level the playing field versus hte almighty mech. This could have been useful for units such as small bugs spilling out of Trygon tunnels. As it is now you deep strike then are blasted away. There are only a few units I can think of that can sustain major damage and still dish it back out (Blood Crushers). I am hoping the eventual GW FAQ for Nidz will help to rectify some bad rulings in the INAT FAQ, which will also help Nidz... Such as +1 reserve when Flyrant is still held in reserve... Some of the rulings like that one were rather whacky in my opinion and I still haven't heard a good explanation yet to justify them.

    G

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  2. The first comment, my blog is no longer a virgin! I agree, the FAQ will be very important, especially for the Hive Commander and Doom of Malan'Tai affecting units in transports. IMO they should rule it the the Doom does affect embarked units because that would really help out the 'nids for anti-mech, something they need very badly.

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  3. Yes that would help indeed. I am hoping they fix the reserve bonus as well. It would be funny if GW releases their FAQ tomorrow.

    G

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  4. I dunno if I agree with that. The new Codex was a big departure from the previous one, but overall you've got a book with a great deal more variety, flexibility, and it ends up being a lot better.

    You've got mech busters where before there were none, answers to AV14 outside of running up and smacking them, a great deal of mobility, variable deployments, reserves shenanigans, tons of monsters, CC beaters that aren't MCs, and a lot more synergy between units.

    Once people re-learn Tyranids (rather than the hilariously one dimensional 6 lolfexes of previous) they'll be pleasantly surprised.

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  5. I hope so. Maybe it'll just take a while for people to learn the codex. Time will tell.

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  6. I agree with Chumby. (Shock!)

    As regards Trygon Tunnels - the original draft of the Dex did indeed have this...I have no idea why, after the playtesters played it WITH that rule, it has gone. :S

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  7. I agree with TKE and Chumby. In short, people just aren't playing to the codex' strength. It's not as simple as the SW, IG, or BA codex, where the strong units are easy to use, and can work unsupported. Every unit in the dex has strengths and weaknesses, and must be combined with other units to extract their full potential. The funny thing is, a couple of my recent opponents have already started the "nids are OP" complaints after I delivered them a sound whuppin from the hive mind;)

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