Hey guys, Bangley here. So JD and I managed to get a copy of the new 'Nids book a little early and took it for a test run. We played a little 1250 game; he ran the bugs and I ran my Eldar. My list was a pretty typical meched-up Eldar deal, with Eldrad, some Avengers in Serpents, Fire Dragons in a Falcon, and some Warp Spiders. JD tried out the Tervigon spam we've been reading about so much from BoLS running three of them, with some Hive Guard and Genestealers as backup.
I won't go into too much detail, but my take on the new Tyranids is as follows: play against them like you used to and you'll pretty much be fine. It's always been about target priority, and it still is. I want to talk about the overall changes and a few specific things we tried.
Let's get to the big changes first. For me, bugs used to be kind of a cake walk. They had no real ability to shoot down my tanks, so I could basically run circles and pick off what I wanted when I wanted. This new book makes a few big changes, namely more big bugs, more little bugs, and a few units that can actually shoot worth a damn. For example, in this game, I knew only the Hive Guard presented a real shooting threat to me so they were my first targets. I managed to take one unit down early and avoid the other for the most part. So I had one tank get immobilized, and one lose a gun. Everything else was fine. Being an objective mission, this was good. So while the new bugs can shoot some now, it's not over the top. It's not like you're suddenly facing a Guard gun line with claws. While there are more big bugs available, you can only fit so many in a list. I mean there's at least one for every force org slot, so Nid Zilla players will be happy. But it's not as bad as the rumors made it sound. As for more little bugs, c'mon. They're Termagants. I don't really care how many you have.
As far as specific units go, I both hate and love the Tervigon. I think spamming them is a mistake since you have a monster that really does nothing on its own, and makes little guys that do even less. BUT! It generates scoring units, and gives your piddly little Gants limitless numbers. Which is nice. I think one or two of these should be a staple, but any more is a mistake. Hive Guard are nice, and I think they're a good choice, but comparing them to Zoanthropes.... I'm not sure. I'm leaning towards a mixed bag, like one unit of each or two units of Guard and one of Thropes. Termagants.... are Termagants. Enough said.
So if you're dreading the clawed doom headed your way, just keep your head straight and play smart and you'll be fine. Anyone else had some experience with the new Tyranids? Let's hear it- I like comments...
-Bangley, out.
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6 years ago
I'm not 100% sold on the Tervigon myself. I do think that the big deep-striking monsters might be an issue for Eldar though, if for no other reason than you suddenly have a monstrous creature parked on top of one of your objectives. I'd be interested to see how the Trygon/Mawloc complex does against mech Eldar.
ReplyDeletePicked up the Codex and succumbed to the temptation to get a Trygon box. Currently agonizing over whether I want the big guy to be a Trygon Prime or a Mawloc. Some thoughts on a few of my favorite units:
ReplyDeleteHive Tyrant - Holy crap boneswords are good. I pretty much have to agree with the rest of the internet that (at least on paper) this beast is finally fearsome in close combat again. The really interesting news is that the Hive Tyrant can be upgraded to be a pretty powerful supporting character as well. I predict the Swarm Lord will become the Eldrad of the Tyranid army (even the fluff says he's everywhere).
Lictor - Can't assault out of Deep Strike anymore, but appears on the battlefield more reliably with pretty much all the same benefits, plus Fleet and the ability to take a few S6 pot shots. I'll still be using these.
Deathleaper - Perhaps the ultimate solution to armies with excrutiatingly annoying psykers (also known as "every single Eldar army ever") and a pretty good solution to annoying special characters in general. I was originally going to pick this monster up just for the model, but now there are some good practical reasons as well.
Zoanthropes - Are awesome now. 'Nuff said.
Hormagaunts - I can now use my usual Hormagaunt load-out for 4 points cheaper, with increased base Initiative. Plus at that points cost I can actually treat them like the expendable dregs they are. They don't have a crazy 12" assault move anymore, but overall my boys have improved immensely.
Tervigon/Termagants - 'Gants are still the cheap cannon fodder they've always been. The Tervigon is interesting. I think it's a big over-hyped as far as the initial "OMG it craps out scoring units!" reaction is concerned, but I do think it has potential as a supporting character.
Genestealers - Just as good, slightly cheaper, and you can have more than one Broodlord, who can now fleet and hypnotize people. After all these years, still a good decision.
Warriors - Are Troops now. It remains to be seen if the Instant Death/extra wound trade-off is worth it. The Alpha Warrior seems pretty awesome just from a fluff/modeling perspective (and can carry the now-awesome boneswords).
Fast Attack - All the choices here are about the same as they have been. Gargoyles still have the distinction of being both pretty good and pretty terrible at close combat simulataneously. Raveners are still fast muscle. The Harpy seems kind of neat; I do like the image of a big pterodactyl strafing ground troops and dropping spore mines everywhere.
Carnifex - About the same, really. Slightly fewer options, but I can still get a lot of mileage out of that uber-fex I put together in the waning days of the previous Codex. The brood idea is cool, but they have to be identically-armed (which none of mine are). That said, Old One Eye is back!
Trygon - Unless in situations where points are a big concern (and at monstrous creature rates we're not talking about chump change) I don't see any reason not to upgrade to a Trygon Prime. Either way a deep-striking monstrous creature with Fleet is pretty bad-ass. Plus kicking out 6-12 S5 shots can do some pretty terrible things to light vehicles and/or tank rear armor, to say nothing of wiping out whole squads.
Mawloc - As said before, torn between whether this or the Trygon Prime are a better investment. Not as good in close combat as the Trygon, but can be highly annoying due to likely being able to get that subtarrenean attack fired off at least twice each game.
Fluff - Some of the fluff is a little over the top, but that's par for the course in a Codex. The special character backgrounds were cool, and it was interesting reading about the lesser-known Hive Fleets and their attacks on the Tau and Eldar.
So that's my take on a selection of the new bugs and their spiffy new book, all neatly compiled in a single comment that was longer than the original entry. You're welcome.