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New nids codex

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Post  sewerstalker Sun Jan 17, 2010 4:10 pm

I just got my nids dex today. I saw that there was no without number for termagaunts. I found this really terrible. The other thing is instinktive behavior feed was real benifet to whatever has it. When I read that I thought hourmagaunts are worth taking because if you fail the leadership test then you can still move and you have to try to assault nearest unit. This is a great codex and I would like to hear your comments.
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Post  judchic Sun Jan 17, 2010 9:30 pm

my biggest gripes are that the carnifex took a huge hit in terms of points and the fact most nids players have like 4 or more which are not likely to be used. second that they claimed they were fixing the lictor and took away its cover save. still debating the rest. oh and the eternal warrior nerf...
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Post  Lord_Commander_Stash Sun Jan 17, 2010 11:24 pm

judchic wrote:second that they claimed they were fixing the lictor and took away its cover save. still debating the rest. oh and the eternal warrior nerf...

The did fix him, now he cant assault on the turn he comes in and kill 3X his points Rolling Eyes
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Post  Guest Mon Jan 18, 2010 9:14 am

sewerstalker wrote:I just got my nids dex today. I saw that there was no without number for termagaunts. I found this really terrible.
It's called a Tervigon. And unlike Without Number:

1) You can turn off the gaunt spawning (KP missions...)
2) He can give FNP to anyone
3) Onslaught. Run+shoot? Yes please. Combined with Hive Guard this is a great power.
4) Toxin sacs+adrenal glands to ALL termagants within 6". This greats a "don't get close to me or you'll get your face stomped in" controller unit. Nothing is funnier than termagants re-rolling failed wounds on most infantry or tarpitting a Wraithlord down because they wound him on a 4+.

This is a great codex
It really is. The fact that most of the models have a place is very pleasing, and I've seen multiple 'Best Of' lists with more possibly on the way. That's enticing; previous codices only really had one.

my biggest gripes are that the carnifex took a huge hit in terms of points
So? They were too points efficient in the last codex.

and the fact most nids players have like 4 or more which are not likely to be used.
Convert them. Carnifexes aren't as useful as they were what with all of the newer MCs being way better. Most of the conversions are extremely simple anyhow.

they claimed they were fixing the lictor and took away its cover save.
Uh.... see that whole "move through cover, stealth" part of his rules? He's like Marbo - for cover busting. Put him in cover. 3+ save? Why thank-you.

The thing that does suck is his 5+ armour save in CC. Maybe he'll still get beaten down by a !@#$ing tac squad. lol.

oh and the eternal warrior nerf...
That's not a nerf really, that's more of a tradeoff. Actually I view it as a buff. Things like Warriors and Zoanthropes become viable targets for bigger strength weaponry that would normally be reserved for MCs.

Go ahead, lascannon my warriors. They get a save anyway (if they're not in cover you're doing something very, very wrong) That means you're not molesting the 6-8 MCs on the table.

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Post  Paz Mon Jan 18, 2010 9:25 am

As holycause said, without number has been tempered with the more versatile "terma-air carrier": the Tervigon. The loss of EW is really needed. Nids have so many other strengths, and now killing the synapse bugs is so much more important.

I don't have my rulebook with me right now, but doesn't fearless mean you don't need to take the out-of-synapse-test? or is that just in CC? Cuz I'm really curious why Ripper swarms have fearless, and yet the Parasite of Mortrex has an 18 synapse range for rippers. If fearless doesn't protect you, then killing synapse could mess up many a nid list, more than usual.
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Post  Guest Mon Jan 18, 2010 9:32 am

Paz wrote:
I don't have my rulebook with me right now, but doesn't fearless mean you don't need to take the out-of-synapse-test? or is that just in CC? Cuz I'm really curious why Ripper swarms have fearless, and yet the Parasite of Mortrex has an 18 synapse range for rippers. If fearless doesn't protect you, then killing synapse could mess up many a nid list, more than usual.
This was changed in the new codex, Fearless bugs are no longer automagically immune to Instinctive Behaviour. If you are Fearless but are out of synapse, you still have to take the test to see if you either Rage or Lurk.

Fearless simply works how it should - immune to morale checks (note that Instinctive Behaviour is a leadership test and not a morale check - the two differ according to Fearless) and instead have No Retreat! in CC.

With the case of rippers, they take wounds (no saves allowed) by how much they failed the test.

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Post  Paz Mon Jan 18, 2010 9:38 am

Ah, makes sense.

Ouch for carnies outta range though, ld 7... yikes
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Post  Guest Mon Jan 18, 2010 12:16 pm

Paz wrote:
Ouch for carnies outta range though, ld 7... yikes
The only way I can see them getting out of synapse is if all synapse creatures are killed (which the nid player is boned anyway) or if they deep strike them using pods.

But that's easy to counter, just throw lots of things at them... two tyrants with commander upgrade, zoeys + carnifexes = hi I'm in your face and you have exactly one turn to kill me before I kill you. But why not just take a trygon is beyond me, a podding carnifex costs as much as a trygon and the trygon is far better.

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Post  Lord_Commander_Stash Tue Jan 19, 2010 8:26 pm

One thing I noticed reading the new book, is that you cant take lictors or zoanthropes etc as 1-3 selections per force organization slot. They now form a unit of 1-3.

They still havent got a sence of what stats a creature should have. They fixed the leadership part(tyranids were either (ld10 or ld5), but all other stats are one of two possibilities. wepon skill, strength toughness and armour save are all one of two possibilities:

Either ws3 or ws5
Apparantly zoanthroes are as well trained in combat as most of the monsterous creatures.

Also 4 wounds seems to be given to any MC why not spread it out between 3 and 6? I dont really understand why the tervigons have 6 wounds. I think they were going to make it suffer a wound to spawn termigaunts...
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Post  Guest Tue Jan 19, 2010 8:38 pm

Lord_Commander_Stash wrote:One thing I noticed reading the new book, is that you cant take lictors or zoanthropes etc as 1-3 selections per force organization slot. They now form a unit of 1-3.
Which is excellent, as redundancy is a fundamental part of a good army build. GW figured out that 0-1 choices don't help a codex (nor do they help sales), hence why they aren't seen very much at all in the newer ones if at all beyond unique characters.

I dont really understand why the tervigons have 6 wounds.
So something as important as tervigons don't die at the sight of heavy weapons. In 2/3s of the standard missions they are incredibly important as they themselves are both scoring and can count as scoring. Not to mention their other abilities.

I think they were going to make it suffer a wound to spawn termigaunts...
That gimmick hasn't been seen since 3rd edition (IIRC), let's not bring it back...

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Post  Lord_Commander_Stash Tue Jan 19, 2010 8:47 pm

HolyCause wrote:
Lord_Commander_Stash wrote:One thing I noticed reading the new book, is that you cant take lictors or zoanthropes etc as 1-3 selections per force organization slot. They now form a unit of 1-3.
Which is excellent, as redundancy is a fundamental part of a good army build. GW figured out that 0-1 choices don't help a codex (nor do they help sales), hence why they aren't seen very much at all in the newer ones if at all beyond unique characters.
I dont mean 0-1 I mean taking multiple units as a single slot.
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Post  Guest Tue Jan 19, 2010 8:57 pm

ah. my bad. that too is excellent, because if one of the zoanthropes fails his psychic test/misses/doesn't penetrate there's another one to hopefully not fail as much.

combined with the move from HS to elites, it's what makes zoanthropes very worth taking.

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