So this last weekend the Tyranids received their new update! We have officially entered 6th edition of the Tyranid swarm! However how are the new bugs? Broken? Or just bad? Well I am going to talk step by step through the new codex and compare the units to the old one. I am not going to discuss anything else but the army on the tabletop. So let's get started!
Let's begin with the army-wide rules. First of all, synapse. This is nothing new to the Tyranids and functions the same we we had it in 5th. It gives fearless to those within its range and they are not subjected to instinctive behavior. Now THIS is something different for us. Of course we have feed and lurk, but now we also have hunt. And now these aren't as simple. Each has a table to roll on should a unit fail its leadership and fall to its behavior. And they punish the player more than they used to with the results being mostly detrimental. However they add a little flavor and interesting strategies to the army. Next is the shadow in the warp. It use to cause psychic test on 3d6 for enemy psychers but now reduced their leadership by 3. This is huge for the Greyknights and elder armies. It doesn't seem that amazing, but the new psychic powers have a combo with it I will mention later. Those are the army-wide rules.
Now before we move on to the army the warlord traits deserve a mention. Personally I love them as they add some fun flavor to the army as well as some very interesting strategic points.
Now for the units. We start with the hive tyrant. His stats received a bs buff, but otherwise are unchanged. He is now psycher lvl 2 and starts with two sets of scything talons instead of the lash whip/bonesword combo. His tyrant upgrades changed on their ruling but are cheaper to bring. The biggest change... the price! Much reduced points make the tyrants an absolute bargain now in game. Even the biomorphs are drastically reduced in price. This guy is gonna be seen everywhere, especially with wings. Many in competitive play might actually bring two flyrants. Over all he is great in this edition. I am splitting this into different sections on each unit to make reading easier. Look for part two!
Let's begin with the army-wide rules. First of all, synapse. This is nothing new to the Tyranids and functions the same we we had it in 5th. It gives fearless to those within its range and they are not subjected to instinctive behavior. Now THIS is something different for us. Of course we have feed and lurk, but now we also have hunt. And now these aren't as simple. Each has a table to roll on should a unit fail its leadership and fall to its behavior. And they punish the player more than they used to with the results being mostly detrimental. However they add a little flavor and interesting strategies to the army. Next is the shadow in the warp. It use to cause psychic test on 3d6 for enemy psychers but now reduced their leadership by 3. This is huge for the Greyknights and elder armies. It doesn't seem that amazing, but the new psychic powers have a combo with it I will mention later. Those are the army-wide rules.
Now before we move on to the army the warlord traits deserve a mention. Personally I love them as they add some fun flavor to the army as well as some very interesting strategic points.
Now for the units. We start with the hive tyrant. His stats received a bs buff, but otherwise are unchanged. He is now psycher lvl 2 and starts with two sets of scything talons instead of the lash whip/bonesword combo. His tyrant upgrades changed on their ruling but are cheaper to bring. The biggest change... the price! Much reduced points make the tyrants an absolute bargain now in game. Even the biomorphs are drastically reduced in price. This guy is gonna be seen everywhere, especially with wings. Many in competitive play might actually bring two flyrants. Over all he is great in this edition. I am splitting this into different sections on each unit to make reading easier. Look for part two!
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