So we're probably a year and a half away from a new edition of Warhammer 40k. I know it seems a bit early to start wishlisting but I have to do it before all the rumors start kicking around, which I recall the 5th edition rumors starting about a year before it came out. Besides, political pundits are already discussing who's going to run for president in 2012 (and have been since November of 2008), so I'm not really all that ahead of myself. I haven't really considered the ramifications of some of these things, that's why I'm putting it out there; to get some ideas on whether these things are good ideas or not. Don't get me wrong, I'm still enjoying 5th edition but there are a few changes I'd like to see in the upcoming years. In no particular order:
1. Bring back the Move stat. I really don't think a lithe athletic Eldar should move at the same speed as a Necron Warrior. I think they should keep running the way it is but one of my biggest pet peeves from the 2nd to 3rd edition transition was ditching the M stat.
2. Shooting at multiple targets. Vehicles should be able to shoot at multiple targets. It's always bugged me that a Leman Russ with anti-personel sponsons has to fire the sponsons at the same target as the anti-armor turret. On that same note, a squad with a heavy weapon shouldn't have to fire its small arms at the same target as the lone heavy weapons specialist. Give them a -1 to hit or something, but let differently armed models split their fire. Under the current rules, artillery crewmembers can shoot at a different target, why can no one else do the same?
3. Transports. I'm not making any wishlisting here but several Internet personalities have suggested that transports will not be quite as kingly as they are now. We shall see if they are right.
4. Vehicles. Back in the old days there were all kinds of crazy charts for each vehicle and even a clear template that you held over a vehicle and rolled to see which part was affected and stuff like that. I don't want to see a return to that but I think I'd like to see structure points on certain vehicles, or perhaps a modified damage chart. I haven't really thought this one through, so it might be a really bad idea.
5. Building rules. Nobody uses the rules properly these days. Some people treat them as impassible, tourneys like the Nova treated them as just LOS blocking objects, you could move freely through them. There's a reason for that. A building can really break the game. With a bastion in the enemy's deployment zone suddenly those Long Fangs are now in an AV 14 transport and can fire at will while you have to crack their transport first. In 4th edition the buildings had an AV but you could shoot at the occupants, who recieved a 3+ cover save. Weapons of S8 or more would strike an occupant as well as cause a hit on the building. Back in 4th, cover saves were a bit harder to come by so this was really good. A proposed idea would be that you could shoot at the occupants with a -1 to hit penalty, as well as they get a 3+ cover save. This gives the occupants some benefit so buildings aren't just a fancy terrain piece, but also limits their power. You should also be able to assault the occupants of buildings, like in Fantasy.
That's all I can think of now. Let the speculation begin!
Showing posts with label Wishlists. Show all posts
Showing posts with label Wishlists. Show all posts
Wednesday, January 12, 2011
Monday, May 17, 2010
Fixing Eldar: What If?
Eldar seem to be getting weaker every time a new codex comes out. Space Wolves nullify their powers with impunity (and don't even get me started on Njal, an upstart who is a better psyker than Eldrad), IG get a fast skimmer just as good as a Wave Serpent and cheaper, Blood Angels also get a fast skimmer. Seer Councils get shut down and other armies can match the speed of mass skimmers. Aspects mostly suck, leaving Dire Avengers as Falcon upgrades to make them scoring and Fire Dragons are suicide squads.
That said, I still love my Eldar. Tyranids are just a fling, Eldar are my first and true Warhammer love. I'm positively giddy over the new Prism and Nightspinner. They are due for a new codex eventually, so here's some ideas I've been kicking around. I haven't really thought these through, so some may be imbalanced and others may not help at all, but that's what the comments are for.
I put my thoughts on some of these, in italics.
HQ:
1. What if every Farseer's first cast power were unstoppable, but you could nullify the second normally?
This would force you to choose which power is the most important to you, and I hope something like this makes it in. Foolish Mon-keigh should not be able to nullify a Farseer so easily.
2. What if Farseers could use one Warlock power per turn for free (after all they were Warlocks once)?
3. What if the Avatar could join squads and not be picked out, much like the Hive Tyrant in a Guard unit?
4. What if the Avatar could deep strike (and he'd better get fleet)?
5. What if the Phoenix Lords allowed you to take one or two squads of their aspect as Troops (I got this idea from Stelek)?
I really like this idea. It would create so many more interesting possibilities in army builds. We would need Warp Spider and Shining Spear Phoenix Lords, however.
Elites:
6. Fire Dragons are currently a suicide squad- what if they could shoot out of the rear of a Wave Serpent (and perhaps the Wave Serpent counts as open topped in a turn they do that)?
7. What if Wraithguard kept their gun as is, but with a 24" range?
I really like the idea of Wraithguard, space elf zombie robots, but that short range just kills them, seeing how pathetic they are in close combat.
Troops:
8. What if Pathfinders were an upgrade character for Rangers, much like and Exarch, that would confer new abilities on the squad? One power could be to allow him to take a shot at any member of a squad. And what if they could fire twice per turn as another power?
Fast Attack:
9. Swooping Hawks, as they are, don't know what they want. They have anti vehicle grenades and pathetic anti troop guns. What if they could do fly-by bombings like in second edition (with either the Haywire or the Frag grenades), with the number of bombs being dependent on the number of warriors in the squad (perhaps one bomb per two members)?
They used to be able to fly up to 36" and drop bombs anywhere on their path. That was fun.
10. Warp Spiders. How I used to love thee so. What if they got the flame template again?
Old school Warp Spiders were unstoppable with large flame templates and instant death. I would like people to be afraid of them again, not simply mildly annoyed.
11. What if Shining Spears were cheaper and could come in larger squads?
12. What if Vypers could come in squadrons of 5?
Heavy Support:
13. The biggest problem with Heavy Support is there's just too much competition. To resolve this, what if Falcons could be bought as dedicated transports for certain units, such as Elites?
14. What if the Fire Prism came in squadrons?
I would love this. GW gets to sell more models, and you can take plenty of tanks in the same list. You could even have the Prisms fire individually or charge up for SUPER SAYIN OVER 9000
15. What if the Night Spinner doesn't suck (I would like to see Heavy 2, large blast, barrage, S6 AP 6), and could be bought in squadrons?
16. What if Wraithlords had more attacks and could live without a psychic babysitter?
17. What if Heavy Weapons platforms were bought as attachments to a Guardian squad, like Imperial Guard (and had a drastic improvement in range/power)?
18. What if Dark Reapers had regular missile launchers?
I got into the game because of Maugan Ra. Dark Reapers are my favorite aspect looks wise, and I'd like people to be afraid of them again.
So, thoughts?
That said, I still love my Eldar. Tyranids are just a fling, Eldar are my first and true Warhammer love. I'm positively giddy over the new Prism and Nightspinner. They are due for a new codex eventually, so here's some ideas I've been kicking around. I haven't really thought these through, so some may be imbalanced and others may not help at all, but that's what the comments are for.
I put my thoughts on some of these, in italics.
HQ:
1. What if every Farseer's first cast power were unstoppable, but you could nullify the second normally?
This would force you to choose which power is the most important to you, and I hope something like this makes it in. Foolish Mon-keigh should not be able to nullify a Farseer so easily.
2. What if Farseers could use one Warlock power per turn for free (after all they were Warlocks once)?
3. What if the Avatar could join squads and not be picked out, much like the Hive Tyrant in a Guard unit?
4. What if the Avatar could deep strike (and he'd better get fleet)?
5. What if the Phoenix Lords allowed you to take one or two squads of their aspect as Troops (I got this idea from Stelek)?
I really like this idea. It would create so many more interesting possibilities in army builds. We would need Warp Spider and Shining Spear Phoenix Lords, however.
Elites:
6. Fire Dragons are currently a suicide squad- what if they could shoot out of the rear of a Wave Serpent (and perhaps the Wave Serpent counts as open topped in a turn they do that)?
7. What if Wraithguard kept their gun as is, but with a 24" range?
I really like the idea of Wraithguard, space elf zombie robots, but that short range just kills them, seeing how pathetic they are in close combat.
Troops:
8. What if Pathfinders were an upgrade character for Rangers, much like and Exarch, that would confer new abilities on the squad? One power could be to allow him to take a shot at any member of a squad. And what if they could fire twice per turn as another power?
Fast Attack:
9. Swooping Hawks, as they are, don't know what they want. They have anti vehicle grenades and pathetic anti troop guns. What if they could do fly-by bombings like in second edition (with either the Haywire or the Frag grenades), with the number of bombs being dependent on the number of warriors in the squad (perhaps one bomb per two members)?
They used to be able to fly up to 36" and drop bombs anywhere on their path. That was fun.
10. Warp Spiders. How I used to love thee so. What if they got the flame template again?
Old school Warp Spiders were unstoppable with large flame templates and instant death. I would like people to be afraid of them again, not simply mildly annoyed.
11. What if Shining Spears were cheaper and could come in larger squads?
12. What if Vypers could come in squadrons of 5?
Heavy Support:
13. The biggest problem with Heavy Support is there's just too much competition. To resolve this, what if Falcons could be bought as dedicated transports for certain units, such as Elites?
14. What if the Fire Prism came in squadrons?
I would love this. GW gets to sell more models, and you can take plenty of tanks in the same list. You could even have the Prisms fire individually or charge up for SUPER SAYIN OVER 9000
15. What if the Night Spinner doesn't suck (I would like to see Heavy 2, large blast, barrage, S6 AP 6), and could be bought in squadrons?
16. What if Wraithlords had more attacks and could live without a psychic babysitter?
17. What if Heavy Weapons platforms were bought as attachments to a Guardian squad, like Imperial Guard (and had a drastic improvement in range/power)?
18. What if Dark Reapers had regular missile launchers?
I got into the game because of Maugan Ra. Dark Reapers are my favorite aspect looks wise, and I'd like people to be afraid of them again.
So, thoughts?
Tuesday, October 6, 2009
What the Dark Angels Need
I was thinking about this the other day, and I thought of a few things that Dark Angels need to become a more characterful army. Their looks are second to none, but their rules don't exactly follow suit. Here's what I came up with:
Deathwing: The Deathwing are quite used to going up against insurmountable odds, it's what gave them their bone-white color scheme and that tradition still rings true. To reflect this, all Deathwing should be immune to the effects of the No Retreat! rule. They should also have to select an opponent's HQ at the beginning of the game, against that model and its unit they gain the Preferred Enemy USR as this HQ has information about the Fallen.
Ravenwing: All of them should have the Skilled Rider USR, and furthermore they should always get some kind of save, or have their normal save increased to reflect their skill at dodging incoming fire. Back in 3rd edition, they had a "jink" save that was always on a 6+.
Also, why bother giving Sammael a jetbike when no one else can take one? He should be able to take an Honor Guard, all of whom have jetbikes. The Dark Angels have access to many ancient pieces of equipment, why not more than one bike?
They should be able to take the Mortis Pattern Dreadnought.
They may not get a new codex for a while, maybe I should let my friend who plays Dark Angels to try out these rules and see if they are balanced.
Deathwing: The Deathwing are quite used to going up against insurmountable odds, it's what gave them their bone-white color scheme and that tradition still rings true. To reflect this, all Deathwing should be immune to the effects of the No Retreat! rule. They should also have to select an opponent's HQ at the beginning of the game, against that model and its unit they gain the Preferred Enemy USR as this HQ has information about the Fallen.
Ravenwing: All of them should have the Skilled Rider USR, and furthermore they should always get some kind of save, or have their normal save increased to reflect their skill at dodging incoming fire. Back in 3rd edition, they had a "jink" save that was always on a 6+.
Also, why bother giving Sammael a jetbike when no one else can take one? He should be able to take an Honor Guard, all of whom have jetbikes. The Dark Angels have access to many ancient pieces of equipment, why not more than one bike?
They should be able to take the Mortis Pattern Dreadnought.
They may not get a new codex for a while, maybe I should let my friend who plays Dark Angels to try out these rules and see if they are balanced.
Tuesday, August 25, 2009
Tyranids 2010: Final Wishlisting
Here are the final biomorphs and weapons that need fixing for the Tyranid codex, and a couple of beasties I'd like to see. Though according to the latest rumors, there's 4 new creatures added. I guess it's already set in stone, but a guy can wish, can't he?
Bio-Plasma: I'd like it to use the flamer template with the strength dependent on several factors. If a unit uses it, the strength should be determined by the number of bugs in the unit, with every 4 granting one flamer template at S4. For MCs, the strength should depend on the creature's strength.
Thornback: Should probably grant the 'fex Furious Charge.
Symbiote Rippers: It never was that useful, but what if now it caused the model to be immune to "No Retreat" extra wounds? Fluffwise, the rippers would swarm and absorb blows intended for the leader-beasts.
Spore Cysts: I have taken this downgrade three times, in the hopes that it would reveal some great truth about life, the universe and everything; yet two of those 3 times, it killed my carnifex. The other time it created a vast wall of mines that prevented my opponent from claiming an objective, as he had to slow down his advance to deal with the mines. This is a fun choice, but it needs to get fixed as its use is pure luck.
Venom Cannon: I don't see why it should only inflict glancing hits. You can only take 3 of these at S10 in an army anyway, and the best BS they can get is 3. It would solve a lot of ranged attack problems.
Fleet: Tyranids used to be special because almost everything had fleet, now everyone can run so it's not a big deal. Gaunts don't need to fleet as they generally don't need to assault. Perhaps Tyranids should roll 2d6 for fleet/run and keep the highest.
Warp Field: Needs to be moved to at least a 5+ save. 6+ is just laughable.
New Creatures: I can think of two (besides a big artillery beast, but I already talked about that). One should be a transport type organism. Make it a fast moving MC with good armor and wounds, with the ability to carry a small brood. This will give us scoring MCs (if they are carrying troops), which would shift a lot of playstyles. The second is some kind of Brood Mother. This MC pumps out reinforcements like rippers and gaunts. Now that would be awesome.
So this ends my Tyranid wishlist section. In the next couple of months we'll probably start so see some rumors take shape, let's hope for the best!
Bio-Plasma: I'd like it to use the flamer template with the strength dependent on several factors. If a unit uses it, the strength should be determined by the number of bugs in the unit, with every 4 granting one flamer template at S4. For MCs, the strength should depend on the creature's strength.
Thornback: Should probably grant the 'fex Furious Charge.
Symbiote Rippers: It never was that useful, but what if now it caused the model to be immune to "No Retreat" extra wounds? Fluffwise, the rippers would swarm and absorb blows intended for the leader-beasts.
Spore Cysts: I have taken this downgrade three times, in the hopes that it would reveal some great truth about life, the universe and everything; yet two of those 3 times, it killed my carnifex. The other time it created a vast wall of mines that prevented my opponent from claiming an objective, as he had to slow down his advance to deal with the mines. This is a fun choice, but it needs to get fixed as its use is pure luck.
Venom Cannon: I don't see why it should only inflict glancing hits. You can only take 3 of these at S10 in an army anyway, and the best BS they can get is 3. It would solve a lot of ranged attack problems.
Fleet: Tyranids used to be special because almost everything had fleet, now everyone can run so it's not a big deal. Gaunts don't need to fleet as they generally don't need to assault. Perhaps Tyranids should roll 2d6 for fleet/run and keep the highest.
Warp Field: Needs to be moved to at least a 5+ save. 6+ is just laughable.
New Creatures: I can think of two (besides a big artillery beast, but I already talked about that). One should be a transport type organism. Make it a fast moving MC with good armor and wounds, with the ability to carry a small brood. This will give us scoring MCs (if they are carrying troops), which would shift a lot of playstyles. The second is some kind of Brood Mother. This MC pumps out reinforcements like rippers and gaunts. Now that would be awesome.
So this ends my Tyranid wishlist section. In the next couple of months we'll probably start so see some rumors take shape, let's hope for the best!
Thursday, August 20, 2009
Tyranid Wishlisting: Heavy Support Edition
It's that time again! Here's what I feel needs some help in the Tyranid Heavy Support section.
Biovore: Ok, this guy needs help. A lot of people don't like the model. I don't mind the model, but the rules need work. Of course, by fixing Spore Mines, Biovores will become fixed automatically. Give them the large blast template (at least for frag mines) or make them cheaper. Perhaps Biovores should fire D3 mines per turn.
Zoanthrope: I like the model but he really needs to be plastic. It is so top heavy it is impossible to place on a hill. As for the rules, he's one of our best tank hunting options...if you can pass a psychic test, roll to hit, then penetrate the armor and hope they aren't obscured. My terrible Mathhammers suggests that you only have a 44% chance of penetrating AV 10. With a S10 weapon. It gets worse when you consider AV 14- a 22% chance to glance/penetrate. Their fix is simple- remove the roll to hit for that psychic power. Furthermore, they need a better invulnerable save. 6+ is laughable.
Carnifex: I don't think the 'fex needs any fixing. All the 'fex needs is for some of the biomorphs to be fixed and he's good to go. I love how you can customize a Carnifex any way you want. I hope that stays.
What Heavy Support needs: I really really really would love to see a plastic Trygon, but based on the rumors I picked up it's probably not happening. Instead, I'd love to see a massive piece of living artillery, such as the old Epic or Armorcast Dactylis or Exocrine. All the 'nids need in the way of shooting is reliable anti-tank, and either of those can provide it.
Biovore: Ok, this guy needs help. A lot of people don't like the model. I don't mind the model, but the rules need work. Of course, by fixing Spore Mines, Biovores will become fixed automatically. Give them the large blast template (at least for frag mines) or make them cheaper. Perhaps Biovores should fire D3 mines per turn.
Zoanthrope: I like the model but he really needs to be plastic. It is so top heavy it is impossible to place on a hill. As for the rules, he's one of our best tank hunting options...if you can pass a psychic test, roll to hit, then penetrate the armor and hope they aren't obscured. My terrible Mathhammers suggests that you only have a 44% chance of penetrating AV 10. With a S10 weapon. It gets worse when you consider AV 14- a 22% chance to glance/penetrate. Their fix is simple- remove the roll to hit for that psychic power. Furthermore, they need a better invulnerable save. 6+ is laughable.
Carnifex: I don't think the 'fex needs any fixing. All the 'fex needs is for some of the biomorphs to be fixed and he's good to go. I love how you can customize a Carnifex any way you want. I hope that stays.
What Heavy Support needs: I really really really would love to see a plastic Trygon, but based on the rumors I picked up it's probably not happening. Instead, I'd love to see a massive piece of living artillery, such as the old Epic or Armorcast Dactylis or Exocrine. All the 'nids need in the way of shooting is reliable anti-tank, and either of those can provide it.
Monday, August 10, 2009
Tyrand Wishlisting: Fast Attack Edition
Hmm, Fast Attack has some serious problems nowadays. Here they are:
Raveners: They're awesome looking, but can easily be outperformed by a Warrior for about 2/3 of the cost. The only thing the Warrior can't get is fleet or deep strike. As far as deep strike goes, they're just too vulnerable. Two wounds and a 5+ save means a moderate breeze can destroy them before they can even do anything.
What Raveners need is either to be tougher, or to be a lot cheaper. That's really the only thing they need to be fixed. Also, I'd like to see the build-a-bug system applied to them so I can upgrade them if I wish (same with Lictors).
Gargoyles: I have never used them. I am a man who actually owns a full unit of 10 Wraithguard, and I can't bring myself to invest in a unit of Gargs. They're supposed to be a swarm unit, but at $8.50 a head that's their biggest problem. What they need to do is make them plastic, cheaper (points and $$) and make their bioplasma a shooting attack, not a close combat attack. Give 'em a flamer template (perhaps every 4 Gargoyles give one flamer attack at S4 or something).
My prediction is that taking a winged Hive Tyrant will unlock Gargoyles and winged rippers as a troops choice.
Spore Mines: Man I love spore mines. Even if you miss you still get something. Alas, they suffer from several problems. The first is their blast size. While 5th breathed new life into the small blast template, I think the frag mine needs to have a large blast.
Another problem, the obvious one, is kill points. In my local group, we do not count them for KP at all (nor can they run), but it would be nice to make it official. After all, the entire point of a spore mine is to blow up.
In other news, I finished my Malanthrope and am almost done with the Blastscape. Pictures coming soon.
Raveners: They're awesome looking, but can easily be outperformed by a Warrior for about 2/3 of the cost. The only thing the Warrior can't get is fleet or deep strike. As far as deep strike goes, they're just too vulnerable. Two wounds and a 5+ save means a moderate breeze can destroy them before they can even do anything.
What Raveners need is either to be tougher, or to be a lot cheaper. That's really the only thing they need to be fixed. Also, I'd like to see the build-a-bug system applied to them so I can upgrade them if I wish (same with Lictors).
Gargoyles: I have never used them. I am a man who actually owns a full unit of 10 Wraithguard, and I can't bring myself to invest in a unit of Gargs. They're supposed to be a swarm unit, but at $8.50 a head that's their biggest problem. What they need to do is make them plastic, cheaper (points and $$) and make their bioplasma a shooting attack, not a close combat attack. Give 'em a flamer template (perhaps every 4 Gargoyles give one flamer attack at S4 or something).
My prediction is that taking a winged Hive Tyrant will unlock Gargoyles and winged rippers as a troops choice.
Spore Mines: Man I love spore mines. Even if you miss you still get something. Alas, they suffer from several problems. The first is their blast size. While 5th breathed new life into the small blast template, I think the frag mine needs to have a large blast.
Another problem, the obvious one, is kill points. In my local group, we do not count them for KP at all (nor can they run), but it would be nice to make it official. After all, the entire point of a spore mine is to blow up.
In other news, I finished my Malanthrope and am almost done with the Blastscape. Pictures coming soon.
Friday, July 31, 2009
Tyranid Wishlisting: Troops Edition
Troops are one of the areas that I feel need a lot of improvement in a new codex. Here are my thoughts, piece by piece. Overall, the biggest problem Tyranids have with troops is they need a way to claim objectives without a Synapse babysitter. Genestealers are the only troop that can do this, but they are needed as assault specialists, not campers.
Overall, I think 'nids are still a strong codex and fun to play. These wishlists are simply what I'd like to see fixed or improved in a new codex.
Genestealers: Our most deadly troop unit. However, with the nerf to rending I feel they are somewhat overpriced, especially once you give them extended carapace and flesh hooks. I'd like to see them drop in points a little bit. Other than that the only thing they really need is for Flesh Hooks to not be a "head" upgrade. Currently, they can't take any of the other upgrades ever because Flesh Hooks are so necessary. Imagine if a Marine Assault squad had to choose between giving them all grenades or giving the Sgt. a powerfist. I'd like to see the hooks as a chest upgrade so we can see more variety in 'stealers.
Furthermore, I predict that Stealers will be moved to Elites, and that taking a Broodlord will unlock them as a Troops choice.
Gaunts: Fluffwise, our most numerous critters. However, compared to Ork Boyz they are extremely overpriced. Either their price needs to drop (or Orks need to have a points increase), or they should be given "Without Number" for free. Also, I would really like to see biomorphs like the Strangleweb and the Spike Rifle come back. It would be fun to see those old Brood mutations return. The Strangleweb could be basically a flamer but perhaps use Initiative instead of Toughness to determine wounds, and the Spike rifle could be a low AP weapon since Tyranids have nothing better than AP 4 (I'll go into the weapons and biomorphs in another post).
Hormagaunts: These guys need to be cheaper. As is, they're not terribly effective as assault troops, and they're too expensive to be meat shields. Also, they need to lose the "beast" designation since it means they can't attack upstairs (nor can they deepstrike in Planetstrike).
Rippers: So useless in 5th. They're so useless that you get them free with other models. They can't take objectives, and get destroyed so easily. To make them useful I'd like to see them get an ability to "consume" an objective. This would be done in the assault phase and they would either destroy the objective so no one can get it (perhaps not) or they would form a protective shell around it, increasing their toughness/wounds/armor and holding the objective until killed. This could make them useful again, and remove the need for a Synapse babysitter to claim objectives.
Overall, I think 'nids are still a strong codex and fun to play. These wishlists are simply what I'd like to see fixed or improved in a new codex.
Genestealers: Our most deadly troop unit. However, with the nerf to rending I feel they are somewhat overpriced, especially once you give them extended carapace and flesh hooks. I'd like to see them drop in points a little bit. Other than that the only thing they really need is for Flesh Hooks to not be a "head" upgrade. Currently, they can't take any of the other upgrades ever because Flesh Hooks are so necessary. Imagine if a Marine Assault squad had to choose between giving them all grenades or giving the Sgt. a powerfist. I'd like to see the hooks as a chest upgrade so we can see more variety in 'stealers.
Furthermore, I predict that Stealers will be moved to Elites, and that taking a Broodlord will unlock them as a Troops choice.
Gaunts: Fluffwise, our most numerous critters. However, compared to Ork Boyz they are extremely overpriced. Either their price needs to drop (or Orks need to have a points increase), or they should be given "Without Number" for free. Also, I would really like to see biomorphs like the Strangleweb and the Spike Rifle come back. It would be fun to see those old Brood mutations return. The Strangleweb could be basically a flamer but perhaps use Initiative instead of Toughness to determine wounds, and the Spike rifle could be a low AP weapon since Tyranids have nothing better than AP 4 (I'll go into the weapons and biomorphs in another post).
Hormagaunts: These guys need to be cheaper. As is, they're not terribly effective as assault troops, and they're too expensive to be meat shields. Also, they need to lose the "beast" designation since it means they can't attack upstairs (nor can they deepstrike in Planetstrike).
Rippers: So useless in 5th. They're so useless that you get them free with other models. They can't take objectives, and get destroyed so easily. To make them useful I'd like to see them get an ability to "consume" an objective. This would be done in the assault phase and they would either destroy the objective so no one can get it (perhaps not) or they would form a protective shell around it, increasing their toughness/wounds/armor and holding the objective until killed. This could make them useful again, and remove the need for a Synapse babysitter to claim objectives.
Tuesday, July 7, 2009
Tyranid Wishlisting: Elites Edition
The Elites section of the Tyranid codex is where I feel we need a lot of improvement. First off there's not a lot of selection. You can fill an entire FOC with every single unit in the codex. What I love about the Eldar codex is the sheer choice of units- you can never take everything in the codex in one game. Of course Tyranids have a lot of selection with our "build a bug" biomorphs, but I'd like to have more bugs to start with.
Lictors: Oh how I love Lictors but are they expensive. Knowing I have a Lictor makes my opponent be a little more careful about parking his vehicles in or near area terrain. The problem is they are glass cannons. Even a 5-man Marine squad can take one out easily (especially if the Sgt. has a powerfist). They'll suffer a few casualties to be sure, but your 80 point Lictor is now gone. Of course Lictors need to be supported, but with rolling for reserves they may not pop up when you need them. What I'd like to see with Lictors are three things: firstly decrease their points, secondly don't make them roll a dangerous terrain check when they pop up, thirdly allow the Tyranid player to choose when they come in. This could be done in a few ways, the first being to simply put them in when you want them. Another could be to write down before the game what turn they are going to appear. Or even use a Spacehulk-type "blips" system to show where the Lictor might be.
Tyranid Warriors: I am actually quite satisfied with these guys as is. In 5th Edition they are one of our strongest choices when kept cheap and armed with Deathspitters. I only give them extended carapace and toxin sacs as far as upgrades go. I don't give them Enhanced Senses because you are simply rolling to scatter. A six man unit can put out a lot of hurt on anything. Even if a lot of shots scatter off, you still inflict a lot of S6 wounds. The one area of improvement for these guys is I'd like to see them get more psychic powers than just Synapse. I can see them using Catalyst to great effect, or even a completely new power.
On a side note, if you arm your warriors all differently, you can pull an ersatz Nobz Bikerz trick. Of course you would have a very ineffective unit, but it is a funny idea.
Elite Carnifexes: I'll go over the 'fex in the Heavy Support edition.
Lictors: Oh how I love Lictors but are they expensive. Knowing I have a Lictor makes my opponent be a little more careful about parking his vehicles in or near area terrain. The problem is they are glass cannons. Even a 5-man Marine squad can take one out easily (especially if the Sgt. has a powerfist). They'll suffer a few casualties to be sure, but your 80 point Lictor is now gone. Of course Lictors need to be supported, but with rolling for reserves they may not pop up when you need them. What I'd like to see with Lictors are three things: firstly decrease their points, secondly don't make them roll a dangerous terrain check when they pop up, thirdly allow the Tyranid player to choose when they come in. This could be done in a few ways, the first being to simply put them in when you want them. Another could be to write down before the game what turn they are going to appear. Or even use a Spacehulk-type "blips" system to show where the Lictor might be.
Tyranid Warriors: I am actually quite satisfied with these guys as is. In 5th Edition they are one of our strongest choices when kept cheap and armed with Deathspitters. I only give them extended carapace and toxin sacs as far as upgrades go. I don't give them Enhanced Senses because you are simply rolling to scatter. A six man unit can put out a lot of hurt on anything. Even if a lot of shots scatter off, you still inflict a lot of S6 wounds. The one area of improvement for these guys is I'd like to see them get more psychic powers than just Synapse. I can see them using Catalyst to great effect, or even a completely new power.
On a side note, if you arm your warriors all differently, you can pull an ersatz Nobz Bikerz trick. Of course you would have a very ineffective unit, but it is a funny idea.
Elite Carnifexes: I'll go over the 'fex in the Heavy Support edition.
Saturday, July 4, 2009
Tyranid Wishlisting: HQ Edition
Rumor has it that the Tyranid codex is being "worked on" right now, whatever that means. Here are some of the things that I would like to see in the new one. I'll start with the HQ section.
Hive Tyrant: I pretty much like him as is. His biomorphs are what need improving. The most obvious one is the Bonesword. As is, it's fairly useless and Scything Talons are a better option if you are going for CC. I would like to see the Bonesword go back to its original fluff from Second edition and negate invulnerable saves. That would make the Hive Tyrant even more fearsome.
The other Hive Tyrant option that desperately needs improving is Warp Field. A huge chunk of points for a 6+ inv? Pretty ridiculous. It needs to be at least a 5+ for its point cost. I'll cover this more when I talk about Biomorphs and Psychic powers.
Lastly, I'd like the option for a Hive Tyrant to take a Bio-Cannon. Tyranids need some kind of effective anti-tank weaponry since the VC got nerfed. Make it a S10 AP3 Assault X weapon. To keep it limited, only allow Hive Tyrants to take it.
Broodlord: I love my broodlords but they need two things. They need to be able to fleet, and they need better armor. Perhaps they can have the 6+ inv. I wouldn't mind seeing them lose their infiltrate and keeping Scout, but gaining Fleet. Or maybe they need to deploy like a Lictor does (with some clarification on if they need to roll for Dangerous Terrain). Infiltrate just doesn't cut it for me when they are too slow.
Tyranid Warriors: I'll cover these guys in the Elites section.
Finally I'd like to see another HQ option opened up. What it could be is debateable. If GW keeps up with their current trend of HQ determining army special rules, I can possibly see Genestealers made into Elites choices and taking a Broodlord making them Troops. I don't know if I like that idea, but I can see it happening. Some people have suggested the Malanthrope for HQ, and that is a viable possibility, but he is really just a souped up Hive Tyrant with his current stats.
Speaking of the Malanthrope, I love the model but did they ever get his stats wrong. They made him into a CC machine (and a fast one) but I see it from the description as more of a slow, drifting psychic abomination. Perhaps something like that could be a new HQ- a more powerful Zoanthrope.
Hive Tyrant: I pretty much like him as is. His biomorphs are what need improving. The most obvious one is the Bonesword. As is, it's fairly useless and Scything Talons are a better option if you are going for CC. I would like to see the Bonesword go back to its original fluff from Second edition and negate invulnerable saves. That would make the Hive Tyrant even more fearsome.
The other Hive Tyrant option that desperately needs improving is Warp Field. A huge chunk of points for a 6+ inv? Pretty ridiculous. It needs to be at least a 5+ for its point cost. I'll cover this more when I talk about Biomorphs and Psychic powers.
Lastly, I'd like the option for a Hive Tyrant to take a Bio-Cannon. Tyranids need some kind of effective anti-tank weaponry since the VC got nerfed. Make it a S10 AP3 Assault X weapon. To keep it limited, only allow Hive Tyrants to take it.
Broodlord: I love my broodlords but they need two things. They need to be able to fleet, and they need better armor. Perhaps they can have the 6+ inv. I wouldn't mind seeing them lose their infiltrate and keeping Scout, but gaining Fleet. Or maybe they need to deploy like a Lictor does (with some clarification on if they need to roll for Dangerous Terrain). Infiltrate just doesn't cut it for me when they are too slow.
Tyranid Warriors: I'll cover these guys in the Elites section.
Finally I'd like to see another HQ option opened up. What it could be is debateable. If GW keeps up with their current trend of HQ determining army special rules, I can possibly see Genestealers made into Elites choices and taking a Broodlord making them Troops. I don't know if I like that idea, but I can see it happening. Some people have suggested the Malanthrope for HQ, and that is a viable possibility, but he is really just a souped up Hive Tyrant with his current stats.
Speaking of the Malanthrope, I love the model but did they ever get his stats wrong. They made him into a CC machine (and a fast one) but I see it from the description as more of a slow, drifting psychic abomination. Perhaps something like that could be a new HQ- a more powerful Zoanthrope.
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