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Tuesday, January 14, 2014

New Nids: Nasty or Nerfed? Part 2

So for part 2! We are looking at the warriors profile since it is next in the new codex. The warriors are pretty much unchanged as well but gain access to the equivalent of assault grenades. They haven't done anything drastic and they are still one of the most reliable sources of synapse in the army. The Prime is more expensive in his base cost now, but he is still a solid HQ and great for a warrior based army. Overall, good troop choices with the shrikes being about the same as well sitting in their FA slot. Now next is the gaunts. big section. Starting with termagants, they have become (if not already) a core staple of the tyranid force. they are cheap and efficient for what they do. They must be brought in a full 30 man unit for the Tervigon to be a troop, which at first i thought was a downside. After playing a few games however, they are incredibly effective. They preform much the same function as the last codex but they are cheaper and better because of it. Hormagaunts kinda got the nerf stick... The reason? scything talons. I will mention it later, but the rule no longer allows re-rolls of one for CC attacks. This was a big part of them as they could overwhelm so many enemies with mere mass of attacks that, due to the talons, many would hit. Add poison and adrenal glands and your ubergaunts became amazing MC hunters or even elite killers. Their point reduction has been ok, but add the biomorphs and they cost the same as the old edition leaving me to question their overall efficiency. I still see them being a faster horde to tie people up with but I must do testing before my faith in them is restored. Their bounding leap is considered controversial now as well. Instead of possibly getting a full six from rolling 3 die and taking highest, we are given at minimum 4 inches on the run with a possible 9. people still whine about it, but it is better than it sounds. They still have fleet so this is doubly effective. Gargoyles are probably one of my top 3 issues with this codex. BLINDING VENOM! WHY YOU NO GOOD!? blinding venom now is a single attack at 6+ poison... very lack luster even with blind. They might still be viable as mobile cover for the rest of your bugs, but I see their value as much less now that their biomorph upgrades are more expensive without their base cost going down. They are one of the new hunt behaviors though so that could be interesting to see. Over all, I see myself removing these from any of my lists. Stay tuned for the next section including one of my old favorite units, genestealers!

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