Wednesday, January 8, 2014

Tyranids 6th Edition Leak Analysis

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So the leaked images of the codex have started to hit the Internet and early predictions are already spreading across the Internet fast. Overall many people are complaining about the lack of various wish listing but we shall reserve complete judgement until after the codex arrives.

The big list of fixes/hopes I had for this codex:

1) Help out Tyranid Warriors (either Eternal Warrior or T5 W2)
2) Fix the Trygon Tunnel
3) Make all units playable (Pyrovores, Lictors in particular)
4) Reduce costs for overpriced units (Carnifex, Lictors, Tyrannofex)
5) Greater genetic mutation within broods (i.e. +2 save Carnifex armor, toxin sacs and adrenal for Raveners, etc).
6) Anti-air options
7) Increased Force Org chart due to lack of allies
8) Exciting new wargear
9) Bring back horde style of play
10) Make assault a bit more viable

To begin, the leaked images for the Psychic powers and Warlord traits have made me lose faith in the designers at GW. The traits are mostly worthless and the Psychic powers are underwhelming (Catalyst being the only real winner). The big change is that Tyranid psykers (Tyrants, Tervigons, Zoanthropes, Swarmlord) have no access to the rulebook powers!! (facepalm) The commander items again were mostly a disappointment. I will wait on full analysis until point values are released. Already this isn't turning out to be a good start to a codex that I have had such high hopes for...

Units Not in Codex:
Doom of Malanti - (THANK YOU GOD - I hate broken units)
Spore Pod - (GW doesn't release a model, thousands of people make custom made ones. GW's response??  Go **** yourselves!!! HAHAHA!!!!)
Parasite of Mortrex - (didn't care either way)
Ymgarl Genestealers - (No more units that can assault the turn they appear. Just another way of GW saying shooting is king and I should play Tau/Eldar)

So lets begin the initial analysis...

HQ

Hive Tyrant
Stats = same
Points = -5
Upgrades: Wings are 25 pts cheaper, no more +2 upgrade. Mastery level 2. commander upgrades remain although costs decrease. No more access to rulebook psychic powers. 2 sets of Scything talons standard.
Thoughts: No more rulebook powers (a.k.a. Biomancy) hurts a lot. Cheaper wings is nice, with Devourers with B.L. having not changed in stats (lost the Ld modifier.... whoopee!!). Overall meh. The cheaper wing upgrade will help reduce costs but overall the loss of access to Biomancy has hurt the Tyrant in drastic ways.

Swarmlord
Stats = same
Points = +5
Upgrades: Loses re-roll of successful opponent invulnerable saves. Grants 1 ability to brood remains largely the same (removes Night Vision with Monster Hunter). Master level 3. Has the Apex Biomorph that increases synapse to 18".
Thoughts: Still a good beatstick and heavy hitter. Still suffers for speed but overall not much change. Loss of re-roll for opponent sucks but won't stop me from running him.

Tervigon
Stats = +1 I
Points = +30
Upgrades: Mastery Level 1. Need 30 Termagants to access as Troop choice. Just like Tyrant no more Biomancy.  Only spawns Termagants with no upgrades. No longer shares biomorph upgrades (Adrenal Glands & Toxin Saces) with nearby Termagants.
Thoughts: Loss of Biomany again not good. The increase in cost I believed was necessary, and I applaud the increase for the 30 Termagant requirement. I always disliked lists that spammed Tervigons with buffed gaunts running rampant. Still mostly the same.

Tyranid Prime
Stats = same
Points = +45
Upgrades: Mostly the same. The 'nerf' to boneswords was expected (now Str: User, AP: 3, cause ID on wound roll of 6. Lashwhips now add +3 to Initiative). Still buffs warriors.
Thoughts: The increase in cost I am NOT happy with here. Unless there is some rule I am missing here I forsee my Primes not seeing much action.

Deathleaper
Stats =  same
Points = -10
Upgrades: Requires snap shots to hit. Overall the same. Lost a few rules. Still -D3 Ld to one model. Still has most of the abilities of a Lictor (Flesh Hooks no longer rending...).
Thoughts: Interesting that they moved Deathleaper to HQ, but to be honest I think it's a good move.

Old One Eye
Stats = same
Points = -40
Upgrades: Regen is now on a +4. Gear is the same.
Thoughts: Meh....

Tyrant Guard
Stats = same
Points = -10
Upgrades: Can be upgraded with Crushing Claws now ( S: User +1, AP:2, Unwieldy, Armorbane).
Thoughts: Upgrades are expensive. The point of TG is to absorb fire. Will still use my models. No need to buy new ones with fancy (worthless) upgrades.

Troops

Warriors
Stats = same
Points = same
Upgrades: Flesh hooks are back. No eternal warrior. Adrenal glands are more expensive (grant Furious Charge and Fleet). Toxin sacs cheaper. Boneswords and Lashwhips slight nerf (see above).
Thoughts: No way to stop them from dying to Str 8 fire which is dissapointing but not the end of the world. Loss of spore pod really sucks as now the only real way of delivery for an assault unit might be Hive Commander and outflank a squad.

Termagants
Stats = same
Points = -1
Upgrades: Spinefists/Spikerifles now free. Devourers same stats with only +4 per model. Strangleweb is still worthless. 
Thoughts: Still good and now cheaper... My hand will get tired from painting more...

Hormagaunts
Stats = same
Points = -1
Upgrades: Scything Talons are now S: User, AP: 6. No longer re-roll 1's (SUCK). Toxin sacs more expensive. Adrenal glands same. Adds +3" to run move (similar to Banshees)
Thoughts: Still good and now cheaper. No option to spawn more. Loss of re-rolls with Scything Talons is a big hit and the increase for adrenal glands is weird....

Rippers
Stats = same
Points = +3
Upgrades: Don't care
Thoughts: Garbage. Increased costs, can't score, still slow, but WAIT.... you can buy the ability to Deep Strike again!!! -_-

Genestealers
Stats = same
Points = same
Upgrades: Scything Talons now +4 per model. All tyranids can add +1 attack when model has 2 sets of 'melee' biomorphs hence the increase in cost. Still can't assault when outflanking. No increases to armor saves. Broodlord I believe is 10 points cheaper. Mastery level 1, only knows "the Horror" psychic power. Stats similar.
Thoughts: still fodder for bolters. Mostly shelved.

Elites

Hive Guard
Stats = +1 WS (WTF), -1 BS (REALLY GW WTF!!!)
Points = +5 (saw that coming)
Upgrades: No Skyfire... Impaler Cannon the same. New Shockcannon = 18" S:5, AP:5 Assault 1 Blast, Haywire.
Thoughts: Still decent units but no longer auto includes. New gun option in my opinion is worthless. MC's can tear open heavy armor and blasts can't target flyers so what's the point...

Lictors
Stats = same
Points = -15!!!
Upgrades: Mostly the same. Now can infiltrate and be on board turn 1 which solves the 'Locater Beacon' issues of 5th edition. Loss of rending on Flesh Hooks. No +1 to reserve rolls. No scatter if deep striking. Still no assault on appearance.
Thoughts: Cheaper Lictors is great, but the rules are still not in their favor. Locator beacon issue will help Mawloc's. Might run them now though considering the point reduction.

Zoanthropes
Stats = same
Points = -10
Upgrades: No more access to different Psychic powers. Comes with Warp Blast standard (2 modes again, similar stats for profiles). Can't change powers. Rolls 1 Psychic test for ALL.
Thoughts: The loss of pods make this unit hard to utilize due to their short range. Overall meh.

 Pyrovores
Stats = +1 W, +1 I, +1 A
Points = same
Upgrades: Still same flamer attack. Acid Maw attack is now sacrifice all attacks for 1 S: 5, AP: 2 attack... -_-. No Torrent. Still explode. Still suck.
Thoughts: I hate you Cruddance.

Haruspex
Stats = similar to Tervigon but with 5 W, 3 I. Only 3 attacks.
Points = 160
Upgrades: Has a 'Gulp' gun which sucks. Can't eat units. Gains an attack for each W it is missing. Gains back 1 W for a model killed in melee (max 1 per turn).
Thoughts: Just to make Nidzilla players happy. I hate tentacle porn. Shelved.

Venomthropes
Stats = -1 BS (does it matter? wait... nope)
Points = -10
Upgrades: Now grants 'Shrouded' instead of automatic +5 cover. No more dangerous terrain when enemy assaults. Melee abilities the same (still +2 poison attacks).
Thoughts: Cheaper and better cover saves. Sign me up for 2-3.

Fast Attack

Raveners
Stats: -1 A
Points: same
Upgrades: Mostly the same. Rending claws are now (S: User, AP: 5, Rending). Gun upgrades are slightly cheaper (for spinefists at least!). Still no Toxin or Adrenal upgrades. Can upgrade 1 model to the 'Red Terror.' Stats similar to Alpha Warrior with only a +4 armor save. Can eat a model with 4 melee hits however inv. saves are allowed. Has a tail weapon attack.
Thoughts: Red Terror is nice to be back but not necessary. Still decent but again suffer from problems that Warriors face.

Gargoyles
Stats: same
Points = same
Upgrades: Adrenal and Toxin now more expensive. Blinding Venom is now S: User (Poison +6), AP: -, Blind. Have to sacrifice all melee attacks to use just 1 Blinding Venom attack... suck.

Harpy
Stats: +1 W, +1 A
Points: 135
Upgrades: Shriek is now -5 to enemy I. No more Spore Mine Drops.
Thoughts: Not quite the new hotness but drop in points is nice. Still fodder for almost all guns.

Shrikes
Stats: same
Points: -5
Upgrades: same as Warriors.
Thoughts: Cheaper now. Could be useful for fast Synapse.

Crone
Stats: same as Harpy
Points: 155
Upgrades: Drool Cannon (S:6, AP:4, Template, not Torrent). 4 'Tentaclide' Missiles (S:5, AP:5, Assault 1, One Use, Haywire). Has a S 8 Vector Strike!!
Thoughts: Still vulnerable to guns just like Harpy but might bring some nice abilities to a well rounded Tyranid force.

Sky-Slashers
Stats: These are still here???
Points: Who cares!
Upgrades: Your mom...
Thoughts: I like puppies.

Spore Mines
Don't care here...

Heavy Support

Trygon
Stats: -1 A
Points: -10
Upgrades: Tunnel not fixed. 2x Scything Talons now just grant +1 attack so loss of base attack in profile is a wash I believe. No more re-rolls with them though.
Thoughts: Loss of re-rolls sucks, tunnel still sucks, but still a heavy hitter.

Trygon Prime
Stats: same as Trygon
Points: -10
Upgrades: see Trygon
Thoughts: Synapse is a bit more important now. Glad I built 2 and skipped on the standard Trygon.

Mawloc
Stats: same
Points: -30!!
Upgrades: same as before. Can't burrow turn 1 (forces you to keep in reserve). Terror from the Deep now ignores cover (FINALLY).
Thoughts:  Cheaper, ignores cover. Might make 1 standard now.

Carnifex
Stats: +1 I (strikes before Powerfists!!!... unless you put on Crushing Claws...)
Points -40!!!
Upgrades: Tail weapons are back (2 options for Carnifexi, some for Tyrant, Red Terror and Alpha as well, nothing too special though). No +2 save. Now D3 Hammer of Wrath hits.
Thoughts: Cheaper is better! Still don't know the cost (or possibility) of regeneration. Might see broods of these on the table again.

Biovore
Stats: +1 W
Points: -5
Upgrades: No new Spore mines. Same old, same old.
Thoughts:  Cheaper, slightly more resilient and awesome vs. infantry. Sign me up for 3!

Tyrannofex
Stats: +1 I
Points: -75!!!!
Upgrades: same, except Fleshborer Hive is now 18"!!!
Thoughts:  Much cheaper!!! Hive now longer range!!! Goodbye infantry!!!

Exocrine
Stats: similar to Haruspex
Points:170
Upgrades: Comes with Bio Cannon (S: 7, AP:2, 24" Assault 6 or 5" Large Blast). +1 BS if remains stationary.
Thoughts:  The new hotness. Not bad for taking out heavy infantry at range and finally some guns better than AP 4 (Warp Blast/Lance excluded)!!!


Conclusion:

Granted I don't have the complete codex in hand but the leaks so far merit a slight boon to the Tyranids.

Pros:
1) Cheaper, Cheaper, Cheaper
2) Most units are viable
3) Hordes are back.

Cons:
1) No more Biomancy/Telekinesis.
2) No more pods
3) Terrible Warlord Trait table
4) Sub-par Psychic Powers
5) No increased Force org chart to compensate for lack of allies


There are still multiple areas and errors that were not addressed (Deathspitters on MC's for instance) but overall I'm somewhat satisfied with the codex. I know I might be in the minority, but I didn't want a codex that had 'Insta-win' written all over.

Om Nom Nom Nom!!

1 comment:

TheGraveMind said...

Spore mines actually got really improved. They are 5 points a piece, 3-6 per squad. They now move, run and assault, but halve each distance.
In assault, at I10, pick one model, place a large blast, S4+x AP4, x is number of other spore mines in squad.


So 6 man squad makes it to combat, does a single S9 ap 4 ignores cover large blast.