Saturday, January 11, 2014

Codex Review: Codex Tyranids - Part One


The Tyranid Codex has finally dropped and there seems a lot to digest, pun intended.
The Great Devourer has lost some units and along with point costs around the board. However there are just some rules that keep me wondering, why? The Codex has units and rules that are lax luster and at first impression very underwhelming. I will refrain from finally judgement until fully analyzing the entire book and seeing the models on the table. Let's begin the journey into the belly of the beast.

The Iconic special rules of the Tyranids are still around but a bit tweaked. Instinctive Behavior says that at the beginning of your turn if you aren't in synapse range you have to take a leadership test. If said test fails you have to roll on a D6 chart with your appropriate behavior, Lurk, Hunt, or Feed. You don't have to test however if you are engaged in combat, falling back, have gone to ground or arrived from reserved that turn.

As everyone suspected Shadows In The Warp was changed. However it isn't that drastic of a difference. Instead of making your opponent roll 3D6 for psychic tests, models with the Psyker special rule have -3 leadership within 12" of someone with shadows of the warp. This rule actually is better because now the psyker's leadership is always affected. So they will fail moral test more often, not just fail psychic test as before.

Synapse Creature just means the little bugs need to stay near the big bugs. Inside of the 12" synapse range the models are fearless and don't have to worry about Instinctive Behavior.

The Warlord traits are like a roller coaster of fail, a failler coaster you might say.
1) Nature's Bane - Each turn you can transform a forest, jungle or wood terrain into a Carnivorous Jungle. Umm...ok.
2) Heightened Senses - Night Vision within 12" of the Warlord. Nothing special seeing how must your weapons are short range and you get one turn of night fighting.
3) Synaptic Lynchpin - This trait wins because of it's awesome name however all it does is gives your warlord a 18" synapse range
4) Mind Eater - Now this trait could be devastating. You gain 2 victory points for each independent character your warlord kills in a challenge. However sweeping advance doesn't count. If you are playing against a Chaos Space Marine player that gives you a huge advantage however against most other players that will probably refuse the challenge and let the unit get swept or hope to just escape combat.
5) Digestive denial- Ok I lied earlier, this name is boss. The effect is one piece of your opponents terrain has a -1 to it's cover save. Yay ,your warlord has a Warpsmith's ability.
6) Adaptive Biology - Now this is what we have been waiting for. If your warlord takes a wound it gains Feel No Pain at the beginning of its next movement phase. You cant go wrong with Feel No Pain.

Each of the Instinctive Behaviors have their own reference chart to see happens when they fail the leadership tests. Time to roll a D6 and flip some pages.
Lurker
1-3 Survive - It's treated as a failed morale test and the unit fall back
4-5 Seek Cover - The unit isn't slowed by difficult terrain but act normally for dangerous. You can run but only shoot if it is in a building or area terrain
6 Stalk- Seek Cover plus the unit gains Stealth

Hunt
1-3 Burrow and Hide - Go to ground unless you have a fearless model in the unit. If you do you instead Prowl
4-5 Prowl - You cannot run nor assault. You must shoot the closest enemy within range and line of sight. If there are no targets you cant do anything.
6 Destroy- Prowl and Preferred Enemy

Feed
1-3 Cannibalistic Hunger - The unit suffers wounds for each model at the majority strength at AP-. Armour saves can be taken but not cover. The unit can do nothing else for the rest of the turn. If their is only a single model treat it as Devour.
4-5 Devour - You cant Run and must declare a charge if possible.
6 Kill - Devour and Rage

Powers of the Hive Mind
Sadly the days of Biomancy Tyranid Monsters has gone the way of the dodo. Tyranids can only generate powers from their book now. This change is horrible and does nothing but limit the codex, I can not understand the purpose of changing this but to purposely handicap the book. But instead of complaining let's see what they do have access to.

Dominion- You cast it on yourself and gain 6" on Synapse. Primaris
Catalyst- The Psyker and an unit within 12" gain Feel No Pain.
The Horror - An enemy unit within 24" must take a pinning test with -2 to LD.
Onslaught - A unit can both run and shoot
Paroxysm- An enemy unit has -D3 WS and BS
Psychic Scream- Nova with a range of 6" that causes 2D6+2 wounds compared to their LD
Warp Blast - Str 5 blast or Str 10 Lance.

So in GW's infinite wisdom they basically copy pasted this from the old codex while making paroxysm worst. More failed opportunity in my opinion. If they wanted to limit what powers a player could chose from they should have made the available ones just as powerful. Psychic Scream is a joke, would making that power have range 12" be that bad? They could have given it the same treatment as the nova power from Black Legion where you could extend the range with more charges but no. Instead you get a power that will probably never reach more than one unit and you will get shoot up before even casting it.They do have access to Feel No Pain which will help them get into combat but is it enough? I understand how much a boost in toughness can change the longevity of a monstrous creature so  not having Biomancy will hurt this book immensely.



Alright I am feeling like a kid who just got socks for Christmas so I will end this installment. I will return with HQ selection and Bio-Artifacts next. So far what do you guys think of the Codex? Will this be Tau 2.0 or will it have a crutch unit like the Heldrake that makes it playable? I would love to hear what you have to say.

2 comments:

  1. As no-one's piped up I might as well discuss a few points :]

    1) Nature's Bane - this is very situational but actually excellent in the correct conditions. Not all of us play on urban tables and given that the BRB has players placing terrain in turn there is an excellent chance to 'plant some trees' (ha) where you think the opponent's forward-support units will sit. Units that support the heavy-hitters from a static location with cover - Eldar or Tau Pathfinders specifically spring to mind. S5 wounds T3 on a 2+ and Tau 'Finders especially have a crap save so this is a fine (and free) way to get that bunch of markerlights damaged, out of cover and useless for a turn and then displaced out of cover into the open thereafter if they move. Also meaning snapshots while they relocate, cheerio markerlight support. Especially useful on a fast Flyrant.

    Paroxysm - may or may not stack. Already good vs units you don't want to shoot up your frontline gribblies and devastating if used in conjunction with a challenge...or a Haruspex.

    Psychic Scream has the capacity to be really, really nasty. Looks a bit iffy in black and white but all psykers with this power are also synapse so they also have the Shadow -3 Ld modifier stacked onto the 2D6+2 difference. Marines are now Ld5-6 and so should lose 2-4 models from this on average. Plus as it's a nova power it hits all enemy units within 6", not just one so it can really thin out an area...but doing so with a Tyrant for example, unsupported, will still have them in a dangerous place when the dust settles. Again, better with a Flyrant to get into the thick but they'll still need some support pretty fast.

    Having had some time to read through the whole book a few times I don't think that it's a massive failure; I can see that GW were aiming to go for a swarm army backed up by MCs and also an MC can be fielded in every slot now but they units really have to be used together to get real traction.

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    1. Hey thanks for giving my rantings some thought.

      I poked fun at Nature's Bane because I actually can't remember the last time I had a forest in one of my games. Though I guess that would really just be the meta of my area.
      Paroxysm is good, but it was better. I didn't think they needed to make it weaker. With powers being random I like them being devastating and having a real ability to turn the tides.

      You are right that Psychic Scream could be bad news bears for a psykers but with the limited range your opponent will have chances to outmaneuver, plus if you don't kill them you are in prime rapid fire or charge range.

      Again I agree with you that the book isn't a complete failure but you will have to dig deep to bring out something truly competitive. I can imagine a lot of players being frustrated with this book though. From personal experience I had a friend that started off 40k with Tyranids and that didn't bold well to say the least. I don't foresee the book ever being on the same level as TauDar but some people will argue that nothing is. I just really want a codex that would be fun for me and my opponent and right now it feels like if I take out a Tyranids player’s synapse creatures the game will fall apart for him no matter how skilled of a player he is.

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