I just got finished playing against them and I have to say all the people screaming that it is terrible are just upset that they don't have their own Riptide, Helldrake, or Waveserpent OP unit. The Venomthropes giving shrouded to a bunch of MC was a pain in the ass and the field was covered with hormagaunts so I was forced into areas I would not normally go into just to avoid having my 10 man squads ripped apart. Their Biovores now can do lots of damage and their not so great BS doesn't instantly make it fly away it still hits a decent amount and is strong. He had Death Leaper hiding in a hole so with it and a combo of Shadow in the Warp my psykers were not having the best time getting their spells off and line of sight was a huge factor so it wasn't easy to start shooting at it. Is the Codex better against a meta gaming jerk with 9 Wave Serpents? No. But those kind of army lists are bull anyway and the players who use them are to stupid to think on how to actually play the game. The codex is fine I would say that it is around the regular Space Marine codex, I can't tell if it is better or worse then it yet but I will be playing against Nids often for a while and at first fight with them I can say that they do not suck and people are just over reacting.
ALERT WALL OF TEXT What you don't understand is that tyranids players didn't expect a metabreaking army but a fix for the things that needed it: -lictors (now with a point reduction, infiltration and a nerfed reserve support) not entirely fixed -venomthropes (give a good cover) fixed -pyrovores (it needed a point reduction and torrent, received relatively more attacks and 1 wound) not fixed -spinegaunts (termagant are better for fewer points, now for the same points) not fixed -riflegaunts (termagant are better for fewer points, now for the same points) not fixed -hormagaunts (too slow too costly with biomorphs, now only too costly) not entirely fixed -ripper swarms (needed...something, received a point increase) not fixed -genestealers (needed a way to arrive in cqc, received the horror and a point increase for biomorphs) not entirely fixed -warriors (needed a way to survive a little more saturation,hooks and a point decrease, received only way too costly hooks) not fixed -shrieks (needed a way to survive a little more saturation,hooks and a point decrease, received only way too costly hooks) not fixed -skyslasher swarms (needed...something, received a point increase) not fixed -raveners (needed point drop and grenades, received nerfed talons) -harpy (needed T6 or a 3+, received 1 more wound and an attack) not entirely fixed -trygon (needed useful tunnels rule, received nerfed talons) not fixed -mawlok (needed point drop, received it and an arguably better deep strike attack, now has more possibility to kill our units...) not entirely fixed -carnifex (needed point drop and a way to resist more against saturation,received the first) not entirely fixed -old one eye (needed more resistance) not fixed -tyrannofex (needed point drop, a slightly more accurate cannon, and a better fleshborer hive,received point drop and more range for the hive) not entirely fixed -spore mines unit (needed more reliability and a points drop,received the first) not entirely fixed things that needed to be nerfed -doom (now removed) fixed(?) -ymgarls (now removed) fixed (?) -tervigon (nerfed to hell now) not entirely fixed -tyranids dependence on spore and lot of rolls on biomancy (both removed) -lash whips (their role is to disable the opponent attacks not to attack first) badly fixed -twin linked brainleecher devourers predominance over other biomorphs (removed the -1 to ld) not fixed -hive guards (needed nerf, now points increase,bs nerf) maybe a bit too much nerfed -instinctive behaviour (needed nerf to non synaptic units) now too much nerfed -shadow in the warp (now more inherent to fluff) fixed now new things -bio artifacts (...what a horrible name...btw all overcosted crap) I wanted at least ONE useful artifact -warlord traits (giving a FNP after the wounds?! What is this thing, the rest is useless or too situational,with the good one being the +6" to synapse, and I've said all..) most warlord table are useless, no big deal -haruspex (what can I say? 3 attacks at ws3... And it should be a killer of large unit of expendable models) needs fix -exocrine (good unit, not too resistant, not overpowered due to range, balanced cost) good one -hive crone (good anti-infantry, good ant flyer as it should be, too weak as the harpy) needs T6 or a 3+ and it's perfect -red terror (good start, ability too situational) not too good but still nice things removed -mycetic spores (needed for a revolution in tyranids tactics like tunnels, and lictors, the revolution didn't happen...) bad from a bg point and casualty of the chapterhouse problem -ymgarl genestealers (bad from a bg point obscured normal stealers) good that they're gone -doom (too powerful, needed nerf,removed) casualty of the chapterhouse problem -parasite of mortrex (it was fun, only way to play ripper and have an IC that flies,removed) casualty of the chapterhouse problem there're some other minor problems that should need a slight revision but these're the main things the codex has more problems now than before I hope this helps to understand the frustration about the codex I'm looking for dataslates and supplements to solve part of these problems and I'm a bit optimistic about the lists that can be made but the problems are just too many to ignore and pass over ... I'd like to have a varied army with good choices like the eldar(without the serpents and the flying rerollable circus) not a codex made of 60% banshees 30% scorpions and 10% pyrovores but that's just my opinion in the end tl;dr tyranids shit fuck cruddace eldar op
Looking on the bright side of things my Flyrants actually got better in the codex with the BS boost and a point reduction. Its probably time to buy a few more biovores so I can field two units of them and I'll probably give the Carnifexes a try with their reduced point cost. Has anyone seen the new Tervigon since its nerfs? I'm thinking about bringing one for the synapse alone since its more important than ever to keep that up.
I don't think what experience I have right I will be able to shake your opinion, but I do hope you find a new play style in it that suits you because I truly believe it is good. It's *good* even with the nerfs just not as much since now it costs more points, but it does have a haywire template now but you have to pay for its upgrade I think.
thanks, I was trying to make a swarm list with hundreds of models without upgrades, seems funny at least and more fluff adherent in the end stay good as synaptic creatures and objective holders in the end (their main roles in the bg) not as before to be spammed, probably 1 will see the battlefield too but the fact that they don't share their ld or their biomorphs just make termagants not the shock countercharge they were
Pretty rubbish codex. I like how characters like Old One Eye were moved to HQ but THEY DONT HAVE SYNAPSE. Now all you have to do to beat Tyranids is pick off their Synapse models and then they will be in serious trouble because instinctive behaviour sucks. No more biomancy for keeping them alive with stuff like iron arm. Can't wait to fight them at my local store, a new tyranid-themed campaign is starting. I will bring glory to the Word Bearers.
First post! Found this thread and felt this was a good forum community to take part in. Anyways, just wanted to talk about this part of your post. Termagants are not strictly better than either spinegaunts or riflegaunts (never were). Some simple mathhammering shows that spinegaunts actually inflict more wounds than fleshborer wielding gaunts againsts T3, T4, and T6 models. The tradeoff is not hurting T7+/AV10 and performing slightly worse against T5. While I think riflegaunts are not that great, range 18'' is definitely relevant -- especially now that we can mix up brood composition. I wouldn't be surprised to see people mixing riflegaunts with devilgaunts to have the whole unit firing at range 18" while still having some gants for fodder. It's too early to tell if this is going to have a big impact, but, considering the new dex seems to involve much more coordination in our assaults, positioning of our gaunts may be that much more important and that uniform range will help optimize our shooting. Edit: Taking all this into consideration, I wouldn't be surprised to see a revival of the good old spinegaunt. If AV10 or T5 is really a concern in your meta, then maybe the termagants are for you. The spinegaunts on the other hand will likely outperform them in all other aspects. We'll see how the riflegaunts work out. I myself may consider taking half/half fleshborers/spinefists. Whichever seems to be less appropriate for a matchup will serve as fodder for the other half of the brood. May make things more complicated than they should be, but just a thought.
You know how I would consider spinefists and spike rifles fixed? this way: >+1pt, change fleshborer with spinefists 12" str3 vp- assx(attacks),twin linked,pair (+1att in cqc) better at cqc worse against vehicles >+1pt, change fleshborer with spike rifle 18" str3 vp5 ass1 poisoned (5+) I always thought about riflegaunts as tyranid equivalents of snipers, huge numbers of weak snipers, so wound on a 5+ instead of a 4+ and don't have the same range or vp(and rending or pinning) longer range than flesborers, same with T3, worse with T4 or vehicles bam, tactical choices and variety and the possibility to upgrade tervigons spawned termagants (or perhaps into hormagaunts too) but that's a wet dream of mine... but yes this codex is a step forward fix but more importantly a step away cruddace "math is subjective" welcome to the forum