6th Edition: Tyranids Discussion

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Crusherfex
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6th Edition: Tyranids Discussion

Postby Crusherfex » Mon Jun 25, 2012 11:17 am

6th edition is just a few days away, and i feel our painful days are almost over!


If rumors are true, then nids are going to have a huge bump.

Rumors I've heard:
-DSing is improved, as is assaulting after. This means our Lictors, Trygons, etc can assault the turn they arrive (assuming an FAQ edits our codex).
-Shooting is improved. Glancing is now effective, and blasts still hurt even if the hole isn't on the tank. HVCs galore! Or just one.
-Tanks are weakened. This is due to the above, buts its something to point out.
-Assault can be even better. If fleet holds true, the Genestealers and hormagaunts can assault 24" away!
-Flyers are introduced. Hello harpies!



Here's my 6th edition list so far, hoping the above is true.


Final Army List

HQ-Tyranid Prime- Dual Boneswords, Rending Claws, Adrenal Glands

Elites-Hive Guard (x2)
Elites- Lictor
Elites- Zoanthrope
-Mycetic Spore- Twin linked Deathspitters

Troops-Broodlord AND Genestealers (x6)-Toxin Sacs, ST
Troops-Warriors (x5)-Bonesword + Lashwhip, Scything Talons, Toxin Sacs
Troops-Hormagaunts (12) -Toxin Sacs
Troops-Termagants (x15)

Fast Attack- Spore Mines (x4)
Fast Attack- Spore Mines (x4)
Fast attack- Harpy- HVC, Regen

Heavy Support- Old One Eye

1500 pts


So let's discuss what rumors we've heard, and what Tyranids have in store, and when 6th comes out, what has happened and what does it mean for us. And post your 6th edition army lists!
Why aren't there more arachnids?

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Re: 6th Edition: Tyranids Discussion

Postby Magnus01 » Mon Jun 25, 2012 11:38 am

Every thing in the rumors you said is true except 2 thing.

-DSing is improved, as is assaulting after. This means our Lictors, Trygons, etc can assault the turn they arrive (assuming an FAQ edits our codex).


At first many people including me believed this to be true however the only change for deep striking is the mishap chart were only 1 kill the unit 2-3 is misplaced and 4-6 is placed back in reserve.

-Assault can be even better. If fleet holds true, the Genestealers and hormagaunts can assault 24" away!


I don't know what you heard about assaulting but fleet has been nerfed and assault range has been changed. Fleet now only re-rolls the run move and the charge move however if you run you will not be able to assault and fleet doesn't change that. The charge range is now 2D6 where you add up the two dice and fleet allows for re-roll of this as well. Now Genestealers and Hormagaunts can assault from 18" away with less of a chance than before.
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Re: 6th Edition: Tyranids Discussion

Postby Crusherfex » Mon Jun 25, 2012 11:43 am

DS rumors say if you're 18" or more away from an enemy you don't scatter. 12-18" is 1D6 scatter, less than 12 is 2D6 scatter.

Assault range is 2D6, which means it could be move+12. I hadn't heard fleet had been nerfed, do you have confirmation on this?
Why aren't there more arachnids?

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Re: 6th Edition: Tyranids Discussion

Postby xsquidz » Mon Jun 25, 2012 11:52 am

I agree with what you guys have said but I also thing there are more big pros/cons to consider.

Broodlords and zoanthropes should be able to take some of the new powers in the core book that buff us, means we could be a hugely powerfull psyker team.

The overwatch thing is going to hurt us like crazy-flamers and BS 1 shots against our pathetic armour will make getting into CC worse.

Warriors still die to S8 weapons but bone swords are only AP3 I believe so they will suck vs termies.

What kind of AA do we get to combat all the flyers?

Zero allies while everyone else gets some.

I'm worried about nids and since we got a codex in 2010 we could be sucking it up for another 4 years. I still hold out hope that we will still be improved overall but the new rules seem very Marine friendly... Snap fire for heavy weapons etc, we don't need that since we are all assault weapons!
Tyranids 6000
Imperial Guard 6000
Eldar 5000
Vanilla Marines 6000

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Re: 6th Edition: Tyranids Discussion

Postby Kris Knives » Mon Jun 25, 2012 12:17 pm

In addition to some previous points, it seems that fearless no longer inflicts wounds which is a nice improvement if true!

However since no change to Instant Death, reduced impact of FNP and Cover Nids are going to come up short in a lot of match ups particularly with all the new shooting rules.

Ally rules really, really hurt us IMO. The new rules allow for many, many combinations allowing every other army to improve their weaknesses or maximize their strength. There is the double org chart but everyone gets that so zero advantage there. I'm hoping this means when we get a new codex they'll give us more troop options then the other armies and some unusual options on our second Force Organization chart.

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Re: 6th Edition: Tyranids Discussion

Postby Crusherfex » Mon Jun 25, 2012 12:28 pm

Unless we can ally with ourselves, thereby having 3 HQs, 8 troops, 4 fast attack, elite, and heavy support! :D

How are Boneswords AP3? They aren't power weapons, they ignore armor as per the codex. Nowhere is it mentioned they are power weapons.

And I thought ID did change. S8 only does 2 wounds to T4.
Why aren't there more arachnids?

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Re: 6th Edition: Tyranids Discussion

Postby Magnus01 » Mon Jun 25, 2012 12:33 pm

Crusherfex wrote:DS rumors say if you're 18" or more away from an enemy you don't scatter. 12-18" is 1D6 scatter, less than 12 is 2D6 scatter.

I didnt hear about this rumor I only heard about the mishap chart and confirmation of not assaulting after DS

Assault range is 2D6, which means it could be move+12. I hadn't heard fleet had been nerfed, do you have confirmation on this?

Yes I do have multiple confirmations of this Faeit 212 with multiple posts. However the most recent post is this one: http://natfka.blogspot.com.au/2012/06/q ... .html#more
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Re: 6th Edition: Tyranids Discussion

Postby jmaddux » Mon Jun 25, 2012 12:43 pm

xsquidz wrote:Warriors still die to S8 weapons but bone swords are only AP3 I believe so they will suck vs termies.


Warriors dont die to S8 they take 2 wounds instead of instant death... which means they have 1W left :D

But IDK if that makes them good... I will be trying warrior lists all with HVC's I have over 20 Warriors so it will be fun to try a full HVC list with 12 HVC's (just to have fun)
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Re: 6th Edition: Tyranids Discussion

Postby Magnus01 » Mon Jun 25, 2012 12:44 pm

xsquidz wrote:The overwatch thing is going to hurt us like crazy-flamers and BS 1 shots against our pathetic armour will make getting into CC worse.

Warriors still die to S8 weapons but bone swords are only AP3 I believe so they will suck vs termies.

What kind of AA do we get to combat all the flyers?

Zero allies while everyone else gets some.

I'm worried about nids and since we got a codex in 2010 we could be sucking it up for another 4 years. I still hold out hope that we will still be improved overall but the new rules seem very Marine friendly... Snap fire for heavy weapons etc, we don't need that since we are all assault weapons!


I agree with this completely. They have completely negated the Tyranids with the new edition and of course upgraded the poster boys. We could like crusherfex said ally with ourselves (even though rumors point otherwise) but we have nothing to combat the new flyers. However the codex does say it ignores amour save and not that it is a power weapon. Even more with snap fire which we don't benefit from and the heavy bolters can now move and shoot. GW is either trying to nerf us or ignoring us.
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Re: 6th Edition: Tyranids Discussion

Postby jmaddux » Mon Jun 25, 2012 1:31 pm

Magnus01 wrote:
xsquidz wrote:The overwatch thing is going to hurt us like crazy-flamers and BS 1 shots against our pathetic armour will make getting into CC worse.

Warriors still die to S8 weapons but bone swords are only AP3 I believe so they will suck vs termies.

What kind of AA do we get to combat all the flyers?

Zero allies while everyone else gets some.

I'm worried about nids and since we got a codex in 2010 we could be sucking it up for another 4 years. I still hold out hope that we will still be improved overall but the new rules seem very Marine friendly... Snap fire for heavy weapons etc, we don't need that since we are all assault weapons!


I agree with this completely. They have completely negated the Tyranids with the new edition and of course upgraded the poster boys. We could like crusherfex said ally with ourselves (even though rumors point otherwise) but we have nothing to combat the new flyers. However the codex does say it ignores amour save and not that it is a power weapon. Even more with snap fire which we don't benefit from and the heavy bolters can now move and shoot. GW is either trying to nerf us or ignoring us.


Dont forget that Marines get specially Terrain too, IDK what terrain nids will be getting.... I think if we get the drop pods for us it will help out lot.
Dont try to paint 4 armies at once.... not a good idea, check some of my work out
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Re: 6th Edition: Tyranids Discussion

Postby FotoGuy » Mon Jun 25, 2012 1:37 pm

We also have to wait and see what the codice updates will be.

The 2d6 Charge thing looks weird though.

*Fingers crossed for optimism.*

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Re: 6th Edition: Tyranids Discussion

Postby Kris Knives » Mon Jun 25, 2012 1:40 pm

Crusherfex wrote:Unless we can ally with ourselves, thereby having 3 HQs, 8 troops, 4 fast attack, elite, and heavy support! :D


While that is nice, that isn't nearly as nice as being able to minimize your army's weakness.

Take the our long time drinking buddy and scrub table The Sisters of Battle. SoB has huge weakness in CC. With allies they can take some close combat specialists like terminators to really strengthen their army and taking a HQ from another army helps them far more then a third HQ choice from their own roster. What does a 3rd pick get you? We just really further invest into our own strengths and weaknesses which only allows us to further curb stop in our few good match ups and loose harder in bad match ups. Again, unless psychic makes the difference where three more Zonethropes really enhances the whole army somehow.

FotoGuy wrote:We also have to wait and see what the codice updates will be.

The 2d6 Charge thing looks weird though.

*Fingers crossed for optimism.*


I agree about the 2d6 thing. The extra inch gained on average is a poor trade for consistency. How often are you going to risk leaving your troops out in the open at point blank range verses rapid fire because you rolled a 5 when you needed a 7?

You don't get any bonus for rolling high and rolling low is totally devastating. Give me a reliable 6 inches over random charge rolls any day.

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Re: 6th Edition: Tyranids Discussion

Postby xsquidz » Mon Jun 25, 2012 2:06 pm

jmaddux wrote:
xsquidz wrote:Warriors still die to S8 weapons but bone swords are only AP3 I believe so they will suck vs termies.


Warriors dont die to S8 they take 2 wounds instead of instant death... which means they have 1W left :D

But IDK if that makes them good... I will be trying warrior lists all with HVC's I have over 20 Warriors so it will be fun to try a full HVC list with 12 HVC's (just to have fun)



The new rumour is that instant death didn't change and warriors will still be one shotted by str 8.


I think some new stuff will help us but interveining models only granting 5+ cover is a huge hit to nids, since nids foot slog so much it was always good to have a wall in front of your hormagaunts and give them a 4+ cover, now you might as well just shoot at them, 5+ is alot worse than 4+ over the course of a game.
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Re: 6th Edition: Tyranids Discussion

Postby FotoGuy » Mon Jun 25, 2012 2:20 pm

I think the ID rule is that, double strength it does double wounds. At least, I hope it's that.

Fingers crossed again.

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Re: 6th Edition: Tyranids Discussion

Postby Kris Knives » Mon Jun 25, 2012 2:50 pm

Looks like now there is a 50% change of starting the battle night, but it has a 50% chance reach dawn each turn. Supposedly this is supposed to equalize shoot and short range armies but I think it is an odd choice. I'm not sure it really helps balance the game so much as randomly give out an advantage to difference sides without much regard for balance.


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