Not only is it good that rippers are 1-3 a unit for screening and objectives, it’s also nice on a modeling side of things since you can only get one per termagaunt/hormagaunt kit.
@@Bear_Andersen I don't think there will be. Didn't they do the same with Necron Scarab Swarms that you get 1 with the Warriors set, but don't sell them separately?
also really useful if you end up with just 15-30 points left for your list after everything and you happen to have these models around ... take a couple, stick them in your backfield as a screen or reserves just to pop in to deploy a teleport homer
Hilarious balancing between the Psychophage and Hauraspex - I’ve been firmly in the camp that GW doesn’t use balance to sell model but even I’m wavering now 😂
I dont understand why tf they would release these new models and then immediately regulate them to the shelf. Its so so stupid/anti marketing. Im half tempted to put mine on a Haruspex base and use it as that because I hate the Haruspex model LMAO
@@Druzzt exactly my point 🤔 on what universe are the phage (T9, 10W, with D6+1 S6 AP-1 D2 attacks) and hauraspex (T11, 14W with 14 S7 AP-1 D2 AND 4 S14 AP-2, D D6+1 attacks) ever balanced at same points!!!
@@Snow-io5sb because they know leviathan will sell out regardless. by making the leviathan models weaker they also make sure they sell the rest of the models in the tyranid range when those players who bought leviathan get sick of losing.
This is so great, between you and PlayOn I clicked on 4 different videos and each one had a newer one out until I got here lol will be watching this then back for the rest. What a day.
Fair number of good choices, big fan of endless wwarms. When gants were 4/5 pts and respawned on a 4+, that was peak nids for me. The big issue for me is the Toxicrene, I love the model, but 200 pts for it's rules is like 50-75 pts on the high side. I can't explain why the haruspex and toxicrene are not the same points cost. I think flyers in general have an issue in 10th, but it would be nice to run my hive crones.
Really wished tyranids got one new unit with harvester that leaned into the assimilation swarm detachment like the deathleaper is leaning towards vanguard assault. Assimilation swarm looks like it could be great if it gets 2-3 more harvesters
@@Whoknows21356 I mean realistically there are units that the codex could bring BACK that would be nice as well- Winged Rippers, Spinerippers as a second option rather than a unit upgrade (splitting melee and ranged like Warriors), the FW Malanthrope getting some plastic core-codex love, even the Venomthropes and Toxicrene getting treated as pre-digesting Harvester organisms since they're generally themed as grabby boys that melt their prey with poison and acid, the Assimilator being treated as one since its job seems to be to grab specific targets for snacking on... It would not take much at all to make it that little tiny bit more appealing. I will say, the detachment does want you to focus on having Harvesters as your lynchpin units, but it does seem like the benefit of regenerating wounds and models will generally mean you want your Harvesters paired with other things anyways. And the fact that you can grab 3 squads of Rippers for super cheap and potentially spawn more with Parasites even though they themselves are Vangaurd means that even without massing Haruspex and Psychophage you can potentially get a lot of use out of very few points invested in Harvesters and still make the Assimilation Swarm rules worthwhile. I'm personally a big Ripper Swarm fan, so the Invasion and Assimilation seem like the detachments I'm most likely to use. I didn't really care for any of the others.
Also Winged Prime with Regenerating Monstrosity leading a bulky brood of ranged warriors or Gargoyles looks like it could be mean, and Parasitic Biomorphology looks like it was straight up meant for the Parasite of Mortrex.
Gotta convince people to buy the new hot stuff! .... Wait, they also released new Lictors? I give up, GW is more inscrutable than Tzeentch after Slaanesh's big coming out party.
Definitely feels like a typo there. Leapers have 6++, Lictors (should) have 5++, Deatleaper/Neurolictors have 4++. It make sense and feels right, and cannot think they purposefully remove the Lictor's ward.
I have to be honest... I'm super disappointed in how they treated nids with the Codex. Some good ideas here and there but way too niche or super specific uses, i was expecting an overall improvement in the QOL while playing Nids, something we didn't get in the current Codex. Also the unneeded big nerf to Tyrannofex was just criminal considering the utter lack of options we have for dealing useful ranged damage. Also unneeded big nerfs
@@bobdole8830yup...sadly since codexes won't have the same number 8f detatchments i am pretty sure some "minor" factions will be far less developed than others!
I was hoping we didn't go towards 36 stratagems per army it's pretty difficult for me to track any of this. Even competitive youtubers are constantly screwing up the rules
@@Rotebeardai think this is actually the right sort of complexity to add to the game. The problem with 9th was having 40 strategems that could be used at all times. This system puts the complexity in armies in list building, but once the game starts, it’s just 6 strats. Any new rule set is going to be confusing at some points, but I think in the long run it will be worth being able to play distinctly different styles with the same range of models. I can see where the difficulty can come from the opponents angle though. It’s gonna be tough for more competitive players to know how to play against 6 variations of 20 armies at the end of the edition.
@appleycider402 honestly they could have made six detachments each with their own strategem for 7 total faction stratagem and an additional enhancement instead of flooding with enhancements and strats
Unending Swarm looks like a blast to play (they all do, really, Tyranids are awesome) but when I played 8th, my favorite Stratagem of the time was Endless Swarm, which brought back a big unit of gaunts for 2CP. Resurrecting a unit of 3 Termagants with Devourers was incredibly satisfying! In tenth, Termagants with Tervigons have been really exceptional for me, playing them as an anchoring mob that can take board position and back up efficient monsters with impressive damage. I’d love to try this one out and see just how for the little guys can go!
It really does feel like there were a bunch of unnecessary nerfs. Nids already struggle with heavy ranged and they nerfed the Tyrannofex, my favorite unit. Really this just seems like overall nerfs to our units with some underwhelming points changes
Just picked up and built the new Deathleaper, Neurolictor, and Assimilator. I’m excited to put them on the table with my host of older bugs and get munching!
The vanguard onslaught really has me thinking about having a nids army as i do have the leviathan half 😅 Plus the deathleaper model is so good & the norns 😁
I love my rupture cannon. 2 shots, hitting on 2 (if it didn't move) wounding on 2 most of the time, 3 for hardened targets. AP-4, 2d6 damage each. Not too many things it won't terrify, or stop dead in its tracks. The immune to small arms was much better than the cheesey one shot thing everyone else gets. The rippers are near auto include, simply for the flushing points costs, even just one coming down at the right time can make or break a victory, or a flank
What I don’t like in this edition is not picking your wargear like in the past. Relics are gone. I like the idea of converting models to have their relics, such as the Norn Crown. I was hoping that each faction would get their own plastic relic upgrade sprue, like what the Black Templars got-a missed opportunity.
Worth noting that the horde detachments rule only requires one model to end closer to the enemy unit in order to fulfill the "unit must end closer" clause. Besides that you can go anywhere as long as you maintain coherencey.
I like it in general, there's some nerfs that were unwanted like the tyranofex o the lictors. But my biggest gripe is that unending swam detachment doensn't have the endless swarm stratagem that one hurts me in a personal level as a swarm user
@@KnightsofTitanthen whats the point of bringing back d3+3 or two d3+3 in synapse? 10 total gaunts for 1 CP in two seperate units vs 20 back all at once
@scolack123 it's 2cp to bring back 20. And the other difference is that the d3 plus 3 can be added into a trevigons ability as well. And the unit is on the board. Vs the 2cp strat that puts a block of 20 in reserves so your oppent can controll where it comes in on.
As someone who got their first Tyranids from the Leviathan box, what would be a good detachment to build towards with those units for a secondary army? Anyone have any opinions?
It's definitly got a bit of everything, but I'd say either Synaptic Nexus because that feels like it was made for the Neurotyrant. Invasion Fleet also works as just being the most 'generic' of the detachments.
Invasion fleet is your best choice, followed by synaptic nexus. Both give good all round coverage and abilities that buff most or all of the units that come in the leviathan box, and most of the regular codex units in general. Can basically go any direction you want with those two, so pick tyranid units you like the most and go from there.
I have 1380pts (including Leviathan nids) and honestly ALL of the new detatchmenta are great. I could build towards any one of them. I think I’m leaning now towards Synaptic Nexus as my bugs are mostly melee and I like the brainy bois.
About the endless swarm rule: Let's say you wrap up a unit using the surge rule. Because no one actually charged, would that mean, barring any fight first models, you as the defender in that engagement would fight first?
the Unending swarm does not feel like a swarm detachment, it only benefits Hormagaunts :( but the Strats are good would rather have had that the Detachment rule where a 1cp strat and for Detachment rule you would get a destroyed unending swarm unit back on a 3+ i bit like the GSC.
the change to ravener thoracic bioweapons gave me some hope that there will be *some* incentive to not take all the optional weapons and wargear on a unit, even if it may not be strictly just as points efficient, but then carnifexes and rippers still just have to take their spine stuff and bioplasma because youre paying for it anyway
I'm loving a lot of the codex, but I'm extremely disapointed about Trygons; like with the index, it feels like the Trygon has become a mawloc and the actual Trygon identity has just been removed. The most unique thing about Trygons is their tunneling and transporting a unit in that tunnel, and while 9th moved that ability to a stratagem, now in 10th its just removed and I call bullshit. It's litterally the main thing the Trygon does in the lore and its not in the game!!
@@SgtDaxThat’s right, totally forgot about that as I run them with Neurotyrant and their ability is all about extending Synapse. Still, would make sense for Neurolictor to have the keyword.
It's an assassin, not a node. It interferes with enemy psychology, not improve your own. Bit of a daft unit really; Lictors were supposed to do that job through demoralisation.
so, here's what im worried about. my main/biggest army is Drukhari, and GW really kicked us in the teeth for the sake of 'simplicity'. which i can grudgingly accept since they needed to churn out a bunch of indices and try to balance them in a relatively short time. i figured the full codex releases would be when the rules writers could go all in on each faction and make them interesting again. from what im seeing of this codex, though, its just an index with slight balancing changes and more detachment/subfaction options. if all we have to look forward to are a few balance changes, i dont think 10th is going to be remembered fondly.
Tyranid Warriors with Melee I think are continuing their "high price" because they are actually quite effective at killing in CQC, and with the Assimilation swarm they will stay alive long enough to get there. With Assimilation Detachment: Saturation of targets for the enemy (they are all dangerous up close), FNP with Pyschophages, Regeneration (good for targeting Warriors), and some good Enhancements to a Tyranid Prime with 6 Warriors ( potentially restoring 2 models per turn).
Did the codex change the ranged Warriors to (either) a Venom Cannon or Barbed Strangler per 3 models? The index version definitely seems like it was able to take (1 of each) per 3 models.
I'm gonna try to run a list with Tyrannocytes. They can net you 6 pts alone every turn with static secondaries. I take Homing Beacon and Behind Enemy Lines. This strategy will be stopped by good screening in the back. I take whatever units inside the Tcyte that are the most effective for whatever situation. I just need one unit to stay alive with Tcyte for the other 2 pts of the BEL secondary. I also send hive tyrant or another unit to the center for HB. This nets you 10 pts a turn starting turn 1. You can max secondaries on turn 4 with static. The Vanguard list can allow this strategy without Tcytes. You just send in your reserves on turn 1. I like the Tcyte because I can give up its shooting for 4 points. If your opponent blessed you with great terrain placement, you can rapid ingress the Tcyte in if you go second on turn 1 so you can move. I want to do this to a knights player with genestealers and a broodlord to see if they can kill him and survive OW.
A question about the neurotyrant and the damage buff you mentioned Auspex Tactics. How can the neurotyrant buff a screamer killer if the neurotyrant can only lead or be attached to neurogaunts or tyrant guard? Is this achieved via a strategem? I appreciate any answer
Just to clarify: could you confirm that there are no more points-per-model options? As far as I've seen in the video we are still "forced" to pay the full points for a squad even if you'd like to field a reduced size squad instead of a full squad (for example fielding 15 termagants instead of the full 20). Love your channel! Thank you 🙏🏻
This has been "confirmed" at least 2 months ago. They removed the point system and implemented the power level system that already didn't work in 9. They PRETEND to kept the point system so people wouldn't get upset, but we effectively have the Age of Sigmar system now, which is power level hidden behind points.
Have they not released the 10th ed rules for the tyranid forgeworld units yet? The hierodules, harridan and bio-titan seem notably absent. Maybe i heard wrong, but i thought they were going to be putting the forgeworld units in all the codices going forward
I give that this points drop will be helpful in using them as they are intended, but at the same time give the player a good range of options to build an army as he likes, kaiju style with big monster or swarmy or stealth killer I like they have so many options
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Time to graft some glowing brains onto my Lictors it seems. 🤷♂️
shockcannon hive guard can work well with a foot tyrant to give them assault, tyrant guard are good paired with a neurotyrant as well. I like the idea of a fear huddle with neurolictor, deathleaper and parasite, could actually be more useful in synaptic nexus to hand out some mortals?
Vanguard are clearly powerful. Many units have a base 10" or 12" move, or genestealers with 8" move plus 8" scout. With advance and charge in play it will be right up in your face on turn 1 with a lot of hard hitting melee units. Meanwhile, endless swarm has potential for sheer rage inducing levels of trolling and move blocking. Tale 20 Gargoyles plus prime. With Move 12" plus advance d6, shoot, move another 6", you can get to enemy deployment zone in one turn. Or you can deepstrike, shoot and do the 6" move to get closer. In any case, get right in enemy face but dont charge. Instead, in their turn you block the enemy movement during their move phase then if the enemy units didnt move far away from you, the first time anything shoots you to clear you out of the way, you use the detachment rule to jump into melee range. They lose out on any charge bonus, and you hit first due to being the defensive player. Prime has okay enough melee ability to bail out the gargoyle unit against any non elite melee focused units. You can take 3 of these units in a single army. Can see it being used to lock down whole sections of the table for a good turn or two. And when a gargoyle unit finally dies, regen it for 2 cp, deep strike it and do it all again......
So - This comment is late to the party - but I wanted to wait until I had played a game with the codex before commenting. - But fallback and charge you mention is not that strong - but it is literally one of the strongest melee mechanics in 40k, and particularly for the tyranids as a lot of their big monsters have 4++ saves meaning they are often hanging around past a single round of combat. In an edition where opposing player goes first in combat - fallback and charge avoids the oppossing player having first activation in an ongoing combat or alternatively allows for redirection of your combat specialists if they are up against the wrong target. On Flyrants (and you are deffo running 3 in this detachment) it is absolutely amazing.
As I read it the tyrannocyte has deep strike as well as the Aerial Seeding option. So it should be able to use Aerial seedling to get in during reinforcements step of turn 1, 2 or 3 or just use normal deep strike rules to come in 9" away from enemies and then disembark troops 3" closer than that (no reason cant used rapid ingress too if deep striking)? Also units could disembark like a normal transport rather than using the stipulations in Aerial seedling. I don't have one, but if this is the case a 6" charge range for a screamer killer or 20 gaunts could be cool. Thoughts?
Ooof, Harpies got bumped up to 215 points. I was thinking about bringing one at 165, but 215 is pricey. Maybe it's the 6d6 Mortal Wounds on a 3+? I dunno. You can see the field with spore mines with this and a biovore.
I basically want to play psychic Cthulhu monsters, so I am very pleased to see there's a detachment explicitly for that. Im a bit miffed about the psychophage and neurogaunts tho, and neurolictor doesnt have synapse? wtf IS that?
Regarding Psychostatic Disruption enhancement in Synaptic Nexus detachment, I will put up the argument that you pay 30 points to tech vs. GSC. Currently you have to be able to play vs. GSC in competitive events if you want to be succesfull.
Hm... With the massive points drop of the harpy, if it stays like this, maybe throwing one in to be able to seed spore mines twice (one biovore one harpy) might be worth it? Depends on how they play with detachments or other units.
I split Leviathan with a friend of mine who took the Space Marines half of the box. With just the Leviathan nids at my disposal, (along with a swarm lord that i bought) what detachment would work best with what i have? Side note: i am aware of the 'must include' units but im not prepared/capable of purchasing them atm so i just want to know what to do with what i have. Thanks in advance!
random question, Is the hive tyrant's free stratagem ability only battle tactics like the Spacemarine captain or can you use detachment specific stratagems as well?
Bio-morphs didn't come back. Synapse didn't go up to 9". Still no Shrikes. Melee versions still cost more than their way better ranged equivalents. Something like a quarter of the bugs getting nerfs. Synapse faction rule still sucks and is the worst it's ever been in an edition where other factions are getting shiny new special rules that are tearing things apart. It's nice that they dialed down costs mostly, but not by nearly enough in most cases. Nids certainly aren't the worst faction in 10th edition, but they'll never be better than dead middle of the road with this kind of treatment.
You really complaining that you have a 50% win rate, that's the point every army should have a 50% wr that's the goal. Be very happy that you have some great detachments to choose and you aren't one of the many factions with trash win rates
@@danielburks2257 Using competitive placement rankings is not something that I mentioned. I said "middle of the road," not "middle of the pack." Tyranids are Mediocre. They don't do anything well, now that their speed, melee, shooting, toughness, psychic, and even their synapse have all been nerfed to completely unremarkable levels. What do Nids bring that no other faction offers? The answer is nothing. GSC and Guard do better swarm. Daemons do better monsters. 1k Sons and Eldar do better psychic (for all THAT'S worth in 10e.) Virtually everybody does better toughness and shooting. And the codex didn't appreciably improve anything. A handful of models went down by 5 pts. A quarter of the choices got nerfed. None of the new detachments are any better than the already middling default option. And Synapse is STILL the worst, most useless faction special rule in the game. Nobody said "I want my faction to be the top of the top." I just want my faction to be GOOD at SOMETHING. Mediocrity is not something to aspire towards.
@@parzaius9 So you are complaining that the faction that can adapt to any situation in lore is a very versatile force that can be built in many different ways and while not being the "best" at anything can be a jack of trades, tell me if I missed something pretty please
@@danielburks2257 Why are you bringing up lore? 90% of the 'lore' is just retelling the Horus Heresy for 900 novels and the remaining 10% is just "here's how the humans showed up and won the day." And if you go by the Codex Lore, you're going to be REALLY disappointed by the nids, who outnumber every faction in the galaxy and have weapons that tear apart tanks like wet paper bags. Or how about Nids are "the most adaptable" but their default detachment is "choose one at the start of the game and you're locked in forever" while the marine one is "choose one of three at the start of every turn and just adapt as you like." Expecting the crunch to live up to fluff is a sure recipe for disappointment. As for the game: you can build Nids in a lot of ways, but the vast majority of approaches are going to fail spectacularly thanks to niche rules, puzzling points costs, and stats that haven't kept up with the edition change. And even if you do try to double down on one particular angle of attack, you'll always be inferior to several other factions who do the same thing but better and for cheaper. If you want to be versatile, you actually have to have tools that work for the given task. It's a faction that CAN win, but only by playing towards objectives and scoring points while avoiding meaningful combat. If you ever try to actually FIGHT with your models, you'll find yourself cleaned up pretty easily. Which, you know, if all you want out of a faction is a chance at a W, sure. If you want to actually play the game of "bash your minis against other minis," you're going to be pretty bummed out by how ineffectual everything is.
Dataslate changes to devwounds changes the unending swarms durability. Still gonna suffer vs blast but I know at least one 'nid player who's gonna enjoy that.
Feels like the new Termagant weapons might not be more competitive, but they’ll make the unit more *interesting* to play with. Hormagaunts at least had charges and melee to play with, now termies have some toys too.
Hey guys does anyone know, for the assimilation swarm does it mean that if you regen with the army rule naturally you cannot then use a regen from a Strat on that same unit? So only the unit with the enhancement can do that?
I had hoped the Termagant special weapons would be one per ten models (and appropriately balanced). That way one new box could have maybe served to catch up the ones from the Leviathan and Starter box. Seeing how you get 10 gaunts everytime you buy special weapons, there's no real way to make those original models not strictly suboptimal to field. Hope ebay will somehow provide...
Would it be possible to exploit unending swarm to move your enemy around? Something like grey knight teleport shenanigans and then shoot and the nids are going the wrong way across the board chasing sneaky silver marines?
Regarding the Biovore, i get you can only seed one time per turn. But 1 Mine per biovore, or one time seeding for one unit per turn? What i mean is, if i have a unit of 3, can i seed 3 mines per turn, or is it just one mine per turn regardless of how many biovore are in this unit?
Hey, thank you very much for your review and for all your other videos as well. I do have a question about what you say about the neurogants, that they might be a bad bodygaurd unit to the neurotyrant because the neurotyrant might take a bunch of wounds easily as the gants have such low toughness. Is this really true though? Isnt every attack in theory cast by themselves in order, we just roll them all at once to save time? So if I shoot 30 shots at 11 gants + tyrant,lLets say I get 20 hits. I first roll 11 wound rolls and kill of the gants, kep rolling till they are all dead, and then when that is done, roll wound rolls on the remaining hits on the tyrant, with the increased toughness value? Or have I misunderstood the rules?
Core rules, page 39, under "Leader": "Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic."
So I just read that part you quoted. I would like to clarify some things. While the bodyguard unit is still alive, one is not able to allocate attacks to the leader, and must use the toughness of the bodyguard unit. But when the bodyguard unit is dead, it is no longer an attached unit, and the leader is now being attacked. Now I can allocate attacks to the leader. So does all attacks happen at the same time or not? Lets say I shoot at an attached unit with 1 guy left + the leader. I have 10 s4 shots and 2 s10 shots. I roll all the 10 s4 shots and kill the one guy. I then roll the s10 shots. Will I still use the bodyguard toughness? I dont think that is very clear from just reading that quoted part. I think I've seen others tell me before that we technically roll every attack one by one, and if that is true that paragraph can be interpreted as I said in the first post, no? Another example would be if I have 2 different units shooting at an attached unit. First unit kills the bodyguards. Now the second unit definitely use the leader toughness right?
@@timborna7543 The rules stipulate that the character's toughness matches the bodyguard unit "until the attacking unit has resolved all of its attacks." Thus, if at the beginning o the enemy unit's attack, if there is at least one bodyguard model on the table, the Leader character model has the same toughness as that bodyguard model. After each enemy unit has completed ALL of its attacks, if the bodyguard unit is destroyed and no longer on the table, the Leader Character becomes its own unit and can begin using its own toughness. In the example you quote, as long as the S4 and S10 shots are coming from the same shooting unit, yes, the character retains the bodyguard toughness. What's more, let's say of those 10 S4 attacks, 3 wound the bodyguard-and-leader unit for 1W each, and the bodyguard model has only 2W. IN this instance, you need to roll slowly, because as soon as that bodyguard model is dead, even if there are still more S4 attacks to be allocated, any remaining successful wounds vs the bodyguard T are allocated as wounding hits to the character, which will use the character's save and any feel no pain abilities.
For example, a squad of 10 intercessors fire 9 Bolt Rifles (A2, S4, AP-1, 1W) and a Plasma Pistol (A1, S7/8, AP-2/-3, 1/2W) into a Neurotyrant (T8, W9, Sv4++) and 5 Neurogaunts (T3, W1, Sv6+). Since the bodyguard unit is still intact when the attack is declared, ALL FIRE from this intercessor squad is targeting T3, full stop. 18 shots at 3+ means roughly 12 hits. S4 vs T3 means roughly 8 wounding hits. AP1 negates the Neurogaunts' saves, meaning all five are destroyed, leaving three wounding hits to spill over onto the Neurotyrant. The Neurotyrant now must make three saves at -1AP, presumably using its 4+ invulnerable as opposed to the modified 5+ normal save. Assuming the Neurotyrant lives, the Plasma Pistol now can also fire, STILL USING THE T3 OF THE BODYGUARDS, because when the shooting attack was declared, the Bodyguard unit was still alive and thus the entire unit's T is considered to be 3. Thus, the Plasma Pistol will wound on a 3+ against the Neurotyrant, even though the Plasma Pistol can at best get to a S8, equalling the Neurotyrant's T8, normally calling for a 4+ wound roll. If, after the Intercessors' shooting attacks are completed, then Neurotyrant is still alive, it is now considered to be a Character Unit and uses its Toughness of 8 against any further attacks from different units.
Because each wound saved by it means that's a FURTHER wound that you get a 5+ feel no pain to save (that's one way to look at it among others, the numbers do check out :) )
Still trying to understand how the Toxicrene is 200 points. Can't kill vehicles, so-so vs elites, lots of attacks but AP -1. I guess they can't all be winners and it drew the short straw.
The sporocyst was so damn cool, and now it's fucking useless. You will never, ever pay 125 points for a sporocyst when you could pay the same for an Exocrine, or less for a Haruspex. Hell, you could take a unit of Barbgaunts and a unit of either Gargoyles or Hormagaunts, or just a brick of 20 termagants for the same or less cost, all of which are always superior choices. What were you thinking, GW?
Big ol "eh" on the codex... A bunch of dumb nerfs, only good buffs being the winged prime cost reduction and ripper change... Yikes. I opened up around 7 Tyranid battlereports on YT with the enw rules, EVERY SINGLE ONE lost. I get that they're playing the new detachments and have notwhere optimized their lists but... Not a single win for the bugs post codex just hurts.
Not only is it good that rippers are 1-3 a unit for screening and objectives, it’s also nice on a modeling side of things since you can only get one per termagaunt/hormagaunt kit.
Is there no way to just buy rippers separately? I want rippers, but I don't necessarily want gaunts...
@@Bear_Andersen I don't think there will be. Didn't they do the same with Necron Scarab Swarms that you get 1 with the Warriors set, but don't sell them separately?
also really useful if you end up with just 15-30 points left for your list after everything and you happen to have these models around ... take a couple, stick them in your backfield as a screen or reserves just to pop in to deploy a teleport homer
@@businesscasualsauron With necrons you get 3 scarab swarms with a box of warriors, and nurglings are sold on their own
Save them to drop on GSC blips
I'm loving the non stop Tyranid content.
I'm not even a nids player, but if every codex is getting this sorta treatment, I can't wait.
Preach, glory for the hive mind!!!
👍👍 it just goes on and norn and norn 😄
Well expect it to stop. Now that the reveals are done and the pre releases are out it'll be years before you see any new Nids stuff.
@@AzimuthWingI knew I was gonna see this comment. Literally no reason to be like this
I am hyped for my friend. I gave him my leviathan tyranids and today he ordered some new models with the codex. Cant wait to battle his army
Hilarious balancing between the Psychophage and Hauraspex - I’ve been firmly in the camp that GW doesn’t use balance to sell model but even I’m wavering now 😂
If they had just costed the phage at around 100pts, the assimilation swarm would sound much much better
I dont understand why tf they would release these new models and then immediately regulate them to the shelf. Its so so stupid/anti marketing. Im half tempted to put mine on a Haruspex base and use it as that because I hate the Haruspex model LMAO
@@Snow-io5sb Both the screamer and phage come within larger sets, so no need to sell more of them (yet)
@@Druzzt exactly my point 🤔
on what universe are the phage (T9, 10W, with D6+1 S6 AP-1 D2 attacks) and hauraspex (T11, 14W with 14 S7 AP-1 D2 AND 4 S14 AP-2, D D6+1 attacks) ever balanced at same points!!!
@@Snow-io5sb because they know leviathan will sell out regardless. by making the leviathan models weaker they also make sure they sell the rest of the models in the tyranid range when those players who bought leviathan get sick of losing.
It be baffling to me that the Mawloc ain't a harvester
Like bro, look at the MAWloc's mouth
This is so great, between you and PlayOn I clicked on 4 different videos and each one had a newer one out until I got here lol will be watching this then back for the rest. What a day.
Fair number of good choices, big fan of endless wwarms. When gants were 4/5 pts and respawned on a 4+, that was peak nids for me. The big issue for me is the Toxicrene, I love the model, but 200 pts for it's rules is like 50-75 pts on the high side. I can't explain why the haruspex and toxicrene are not the same points cost. I think flyers in general have an issue in 10th, but it would be nice to run my hive crones.
Really wished tyranids got one new unit with harvester that leaned into the assimilation swarm detachment like the deathleaper is leaning towards vanguard assault. Assimilation swarm looks like it could be great if it gets 2-3 more harvesters
Y’all just got a bunch of stuff. Never happy
Psychophage?
@@Whoknows21356dude they have a whole detachment dedicated to 4 units no shit they'd want a few more 😭
@@Whoknows21356 I mean realistically there are units that the codex could bring BACK that would be nice as well- Winged Rippers, Spinerippers as a second option rather than a unit upgrade (splitting melee and ranged like Warriors), the FW Malanthrope getting some plastic core-codex love, even the Venomthropes and Toxicrene getting treated as pre-digesting Harvester organisms since they're generally themed as grabby boys that melt their prey with poison and acid, the Assimilator being treated as one since its job seems to be to grab specific targets for snacking on... It would not take much at all to make it that little tiny bit more appealing.
I will say, the detachment does want you to focus on having Harvesters as your lynchpin units, but it does seem like the benefit of regenerating wounds and models will generally mean you want your Harvesters paired with other things anyways. And the fact that you can grab 3 squads of Rippers for super cheap and potentially spawn more with Parasites even though they themselves are Vangaurd means that even without massing Haruspex and Psychophage you can potentially get a lot of use out of very few points invested in Harvesters and still make the Assimilation Swarm rules worthwhile. I'm personally a big Ripper Swarm fan, so the Invasion and Assimilation seem like the detachments I'm most likely to use. I didn't really care for any of the others.
Also Winged Prime with Regenerating Monstrosity leading a bulky brood of ranged warriors or Gargoyles looks like it could be mean, and Parasitic Biomorphology looks like it was straight up meant for the Parasite of Mortrex.
The Lictor not having an invuln at all but the Leapers keeping theirs is really stupid lol
Gotta convince people to buy the new hot stuff!
.... Wait, they also released new Lictors?
I give up, GW is more inscrutable than Tzeentch after Slaanesh's big coming out party.
Definitely feels like a typo there. Leapers have 6++, Lictors (should) have 5++, Deatleaper/Neurolictors have 4++. It make sense and feels right, and cannot think they purposefully remove the Lictor's ward.
I have to be honest... I'm super disappointed in how they treated nids with the Codex.
Some good ideas here and there but way too niche or super specific uses, i was expecting an overall improvement in the QOL while playing Nids, something we didn't get in the current Codex.
Also the unneeded big nerf to Tyrannofex was just criminal considering the utter lack of options we have for dealing useful ranged damage.
Also unneeded big nerfs
This makes me hopeful for a lot more variability for every army.
XD Oh my sweet summer child
@@bobdole8830yup...sadly since codexes won't have the same number 8f detatchments i am pretty sure some "minor" factions will be far less developed than others!
I was hoping we didn't go towards 36 stratagems per army it's pretty difficult for me to track any of this. Even competitive youtubers are constantly screwing up the rules
@@Rotebeardai think this is actually the right sort of complexity to add to the game. The problem with 9th was having 40 strategems that could be used at all times. This system puts the complexity in armies in list building, but once the game starts, it’s just 6 strats. Any new rule set is going to be confusing at some points, but I think in the long run it will be worth being able to play distinctly different styles with the same range of models. I can see where the difficulty can come from the opponents angle though. It’s gonna be tough for more competitive players to know how to play against 6 variations of 20 armies at the end of the edition.
@appleycider402 honestly they could have made six detachments each with their own strategem for 7 total faction stratagem and an additional enhancement instead of flooding with enhancements and strats
Unending Swarm looks like a blast to play (they all do, really, Tyranids are awesome) but when I played 8th, my favorite Stratagem of the time was Endless Swarm, which brought back a big unit of gaunts for 2CP. Resurrecting a unit of 3 Termagants with Devourers was incredibly satisfying! In tenth, Termagants with Tervigons have been really exceptional for me, playing them as an anchoring mob that can take board position and back up efficient monsters with impressive damage. I’d love to try this one out and see just how for the little guys can go!
It really does feel like there were a bunch of unnecessary nerfs. Nids already struggle with heavy ranged and they nerfed the Tyrannofex, my favorite unit. Really this just seems like overall nerfs to our units with some underwhelming points changes
Neurogaunts not being able to give each other synapse feels so dumb as well, as it's the only thing they do q.q
Thank you for this insightful review of the Tyranid codex!
The psychophage nerf was so random and stupid especially considering nobody really runs it already
Same for the Ravener nerf.
Just picked up and built the new Deathleaper, Neurolictor, and Assimilator. I’m excited to put them on the table with my host of older bugs and get munching!
The vanguard onslaught really has me thinking about having a nids army as i do have the leviathan half 😅
Plus the deathleaper model is so good & the norns 😁
I'm going for the assimilation swarm detachment it's prolly my favorite
Dark Angels laugh and rub their hands at your shadow in the warp :)
I love my rupture cannon. 2 shots, hitting on 2 (if it didn't move) wounding on 2 most of the time, 3 for hardened targets. AP-4, 2d6 damage each. Not too many things it won't terrify, or stop dead in its tracks. The immune to small arms was much better than the cheesey one shot thing everyone else gets.
The rippers are near auto include, simply for the flushing points costs, even just one coming down at the right time can make or break a victory, or a flank
Not a fan of bugs but I have other people in my group that love them, so I’m excited for my friends!
Same my nid player is very hyped
What I don’t like in this edition is not picking your wargear like in the past. Relics are gone. I like the idea of converting models to have their relics, such as the Norn Crown. I was hoping that each faction would get their own plastic relic upgrade sprue, like what the Black Templars got-a missed opportunity.
Relics and Warlord Traits were basically the same, just double dipping. Now they're just called Enhancements.
@@boutinpowered8373yes, the double dipping allowed you to create some really unique characters
Relics are enhancements.
Worth noting that the horde detachments rule only requires one model to end closer to the enemy unit in order to fulfill the "unit must end closer" clause. Besides that you can go anywhere as long as you maintain coherencey.
I like it in general, there's some nerfs that were unwanted like the tyranofex o the lictors. But my biggest gripe is that unending swam detachment doensn't have the endless swarm stratagem that one hurts me in a personal level as a swarm user
I mean Unending waves is great, bringing back 20 wounds for 2CP sounds fantastic
It would be great if it wasn't so easy to destroy 20 guants.
@@KnightsofTitanthen whats the point of bringing back d3+3 or two d3+3 in synapse?
10 total gaunts for 1 CP in two seperate units vs 20 back all at once
@scolack123 it's 2cp to bring back 20. And the other difference is that the d3 plus 3 can be added into a trevigons ability as well. And the unit is on the board. Vs the 2cp strat that puts a block of 20 in reserves so your oppent can controll where it comes in on.
As someone who got their first Tyranids from the Leviathan box, what would be a good detachment to build towards with those units for a secondary army? Anyone have any opinions?
Also very interested in an answer to this!
It's definitly got a bit of everything, but I'd say either Synaptic Nexus because that feels like it was made for the Neurotyrant. Invasion Fleet also works as just being the most 'generic' of the detachments.
Invasion fleet is your best choice, followed by synaptic nexus.
Both give good all round coverage and abilities that buff most or all of the units that come in the leviathan box, and most of the regular codex units in general.
Can basically go any direction you want with those two, so pick tyranid units you like the most and go from there.
I have 1380pts (including Leviathan nids) and honestly ALL of the new detatchmenta are great. I could build towards any one of them. I think I’m leaning now towards Synaptic Nexus as my bugs are mostly melee and I like the brainy bois.
About the endless swarm rule: Let's say you wrap up a unit using the surge rule. Because no one actually charged, would that mean, barring any fight first models, you as the defender in that engagement would fight first?
the Unending swarm does not feel like a swarm detachment, it only benefits Hormagaunts :(
but the Strats are good
would rather have had that the Detachment rule where a 1cp strat and for Detachment rule you would get a destroyed unending swarm unit back on a 3+ i bit like the GSC.
Ngl, winged primes and winged tyrants looking spicy in vanguard assault.
*All units with the keywords for the new detachments for those that just want to read a list:*
(Character): (Winged Hive Tyrant, Hive Tyrant, The Swarmlord, Neurotyrant, Broodlord, Tervigon, Winged Tyranid Prime, Old One Eye, Parasite of Mortrex, Deathleaper)
Endless Multitudes: Termagant, Hormagaunt, Gargoyle, Neurogaunt
Harvester: Psychophage, Haruspex, Pyrovore, Ripper Swarm
Monster: Norn Emissary, Norn Assimilator, Haruspex, Trygon, Mawloc, Maleceptor, Toxicrene, Psychophage, Carnifex, Screamer-Killer, Exocrine, Tyrannofex, Harpy, Hive Crone, Sporocyst, Tyrannocyte. (Winged Hive Tyrant, Hive Tyrant, The Swarmlord, Neurotyrant, Tervigon, Old One Eye)
Psyker: Norn Emissary, Zoanthrope, Maleceptor. (Winged Hive Tyrant, Hive Tyrant, The Swarmlord, Neurotyrant, Broodlord, Tervigon)
Synapse: Norn Emissary, Norn Assimilator, Tyranid Warrior (both types), Zoanthrope, Maleceptor. (Winged Hive Tyrant, Hive Tyrant, The Swarmlord, Neurotyrant, Broodlord, Tervigon, Winged Tyranid Prime)
Vanguard Invader: Neurolictor, Gargoyle, Lictor, Von Ryan's Leaper, Genestealer, Harpy, Hive Crone. (Winged Hive Tyrant, Broodlord, Winged Tyranid Prime, Parasite of Mortrex, Deathleaper)
the change to ravener thoracic bioweapons gave me some hope that there will be *some* incentive to not take all the optional weapons and wargear on a unit, even if it may not be strictly just as points efficient, but then carnifexes and rippers still just have to take their spine stuff and bioplasma because youre paying for it anyway
I'm loving a lot of the codex, but I'm extremely disapointed about Trygons; like with the index, it feels like the Trygon has become a mawloc and the actual Trygon identity has just been removed. The most unique thing about Trygons is their tunneling and transporting a unit in that tunnel, and while 9th moved that ability to a stratagem, now in 10th its just removed and I call bullshit. It's litterally the main thing the Trygon does in the lore and its not in the game!!
Damn you are fast with your videos. I was just thinking about the Tyranids and when a full codex review would be available...Ask and you will receive.
You do realise these videos are prerecorded and just made available after the release time...
@@eskhaphey2873 I did not realize they that they had been prerecorded in advance.
Anybody else find it weird that Neurolictor lacks the Synapse keyword? I mean even the lowliest of brain bugs, Neurogaunts, have it 😅
Neurogaunts only get synapse if they are within synapse themselves.
@@SgtDaxThat’s right, totally forgot about that as I run them with Neurotyrant and their ability is all about extending Synapse. Still, would make sense for Neurolictor to have the keyword.
It's an assassin, not a node. It interferes with enemy psychology, not improve your own. Bit of a daft unit really; Lictors were supposed to do that job through demoralisation.
Thank you for your work. Don't forget to take the time to rest and sleep between videos.
so, here's what im worried about. my main/biggest army is Drukhari, and GW really kicked us in the teeth for the sake of 'simplicity'. which i can grudgingly accept since they needed to churn out a bunch of indices and try to balance them in a relatively short time. i figured the full codex releases would be when the rules writers could go all in on each faction and make them interesting again. from what im seeing of this codex, though, its just an index with slight balancing changes and more detachment/subfaction options. if all we have to look forward to are a few balance changes, i dont think 10th is going to be remembered fondly.
that being said, maybe 'nids are just a 'simple' faction to begin with and this is a bad example. i dont play them, so i wouldnt know either way.
Tyranid Warriors with Melee I think are continuing their "high price" because they are actually quite effective at killing in CQC, and with the Assimilation swarm they will stay alive long enough to get there. With Assimilation Detachment: Saturation of targets for the enemy (they are all dangerous up close), FNP with Pyschophages, Regeneration (good for targeting Warriors), and some good Enhancements to a Tyranid Prime with 6 Warriors ( potentially restoring 2 models per turn).
Did the codex change the ranged Warriors to (either) a Venom Cannon or Barbed Strangler per 3 models? The index version definitely seems like it was able to take (1 of each) per 3 models.
I don't think they're changed, they've been able to have a cannon for every 3 models since 8th ed.
Do tyrant guard have a 2+ save now? They were a 3+ in the index.
dont think so
I'm gonna try to run a list with Tyrannocytes. They can net you 6 pts alone every turn with static secondaries. I take Homing Beacon and Behind Enemy Lines. This strategy will be stopped by good screening in the back. I take whatever units inside the Tcyte that are the most effective for whatever situation. I just need one unit to stay alive with Tcyte for the other 2 pts of the BEL secondary. I also send hive tyrant or another unit to the center for HB. This nets you 10 pts a turn starting turn 1. You can max secondaries on turn 4 with static. The Vanguard list can allow this strategy without Tcytes. You just send in your reserves on turn 1. I like the Tcyte because I can give up its shooting for 4 points. If your opponent blessed you with great terrain placement, you can rapid ingress the Tcyte in if you go second on turn 1 so you can move. I want to do this to a knights player with genestealers and a broodlord to see if they can kill him and survive OW.
What about spending 45 points for 3 units of 1 ripper swarm deep striking turn 2 for those secondaries? Just tuck them where they can’t be seen lol
A question about the neurotyrant and the damage buff you mentioned Auspex Tactics. How can the neurotyrant buff a screamer killer if the neurotyrant can only lead or be attached to neurogaunts or tyrant guard? Is this achieved via a strategem? I appreciate any answer
Just to clarify: could you confirm that there are no more points-per-model options?
As far as I've seen in the video we are still "forced" to pay the full points for a squad even if you'd like to field a reduced size squad instead of a full squad (for example fielding 15 termagants instead of the full 20).
Love your channel! Thank you 🙏🏻
This has been "confirmed" at least 2 months ago. They removed the point system and implemented the power level system that already didn't work in 9. They PRETEND to kept the point system so people wouldn't get upset, but we effectively have the Age of Sigmar system now, which is power level hidden behind points.
Sounds like you've got it.
Your talent impresses me
Have they not released the 10th ed rules for the tyranid forgeworld units yet? The hierodules, harridan and bio-titan seem notably absent. Maybe i heard wrong, but i thought they were going to be putting the forgeworld units in all the codices going forward
Synaptic Control enhancement on the norn emissary. Plop him on an objective and he'll never die.
No can do, I'm afraid. Norn Emissary and Norn Assimilator are not characters, so they don't get enhancements. Sorry.
@@Bear_Andersenforgot about that, damn
Emissary does good enough on an objective anyway. 2+/4++/5+++ and OC15
‘Nid fans be eating good today. I’m delighted in the flavorful types of detachments. Gives me hope for other armies
I give that this points drop will be helpful in using them as they are intended, but at the same time give the player a good range of options to build an army as he likes, kaiju style with big monster or swarmy or stealth killer I like they have so many options
Time to graft some glowing brains onto my Lictors it seems. 🤷♂️
Gonna be running the synaptic Detachment as I basically love my mid/big bugs :) warriors make up most of my 'battleline' anyway
Thank you for this!
shockcannon hive guard can work well with a foot tyrant to give them assault, tyrant guard are good paired with a neurotyrant as well.
I like the idea of a fear huddle with neurolictor, deathleaper and parasite, could actually be more useful in synaptic nexus to hand out some mortals?
I find it odd that the swarm detachment doesn’t have the stratagem endless swarm to regenerate swarms
Seems like it got replaced with a "Make a new unit" strat
Thank you auspex!
Vanguard are clearly powerful. Many units have a base 10" or 12" move, or genestealers with 8" move plus 8" scout. With advance and charge in play it will be right up in your face on turn 1 with a lot of hard hitting melee units.
Meanwhile, endless swarm has potential for sheer rage inducing levels of trolling and move blocking.
Tale 20 Gargoyles plus prime. With Move 12" plus advance d6, shoot, move another 6", you can get to enemy deployment zone in one turn. Or you can deepstrike, shoot and do the 6" move to get closer.
In any case, get right in enemy face but dont charge.
Instead, in their turn you block the enemy movement during their move phase then if the enemy units didnt move far away from you, the first time anything shoots you to clear you out of the way, you use the detachment rule to jump into melee range.
They lose out on any charge bonus, and you hit first due to being the defensive player. Prime has okay enough melee ability to bail out the gargoyle unit against any non elite melee focused units.
You can take 3 of these units in a single army. Can see it being used to lock down whole sections of the table for a good turn or two. And when a gargoyle unit finally dies, regen it for 2 cp, deep strike it and do it all again......
So - This comment is late to the party - but I wanted to wait until I had played a game with the codex before commenting. - But fallback and charge you mention is not that strong - but it is literally one of the strongest melee mechanics in 40k, and particularly for the tyranids as a lot of their big monsters have 4++ saves meaning they are often hanging around past a single round of combat. In an edition where opposing player goes first in combat - fallback and charge avoids the oppossing player having first activation in an ongoing combat or alternatively allows for redirection of your combat specialists if they are up against the wrong target. On Flyrants (and you are deffo running 3 in this detachment) it is absolutely amazing.
No sleep for the god of content
As I read it the tyrannocyte has deep strike as well as the Aerial Seeding option. So it should be able to use Aerial seedling to get in during reinforcements step of turn 1, 2 or 3 or just use normal deep strike rules to come in 9" away from enemies and then disembark troops 3" closer than that (no reason cant used rapid ingress too if deep striking)? Also units could disembark like a normal transport rather than using the stipulations in Aerial seedling.
I don't have one, but if this is the case a 6" charge range for a screamer killer or 20 gaunts could be cool.
Thoughts?
Ooof, Harpies got bumped up to 215 points. I was thinking about bringing one at 165, but 215 is pricey. Maybe it's the 6d6 Mortal Wounds on a 3+? I dunno. You can see the field with spore mines with this and a biovore.
I basically want to play psychic Cthulhu monsters, so I am very pleased to see there's a detachment explicitly for that. Im a bit miffed about the psychophage and neurogaunts tho, and neurolictor doesnt have synapse? wtf IS that?
Regarding Psychostatic Disruption enhancement in Synaptic Nexus detachment, I will put up the argument that you pay 30 points to tech vs. GSC. Currently you have to be able to play vs. GSC in competitive events if you want to be succesfull.
You can't put the vanguard stratagem Assassin beasts on a Hive tyrant as he's not infantry.
That wouldn't really matter regardless since he can just use Epic Challenge from the Core Rules instead. 🤷♂
Hm... With the massive points drop of the harpy, if it stays like this, maybe throwing one in to be able to seed spore mines twice (one biovore one harpy) might be worth it? Depends on how they play with detachments or other units.
I split Leviathan with a friend of mine who took the Space Marines half of the box. With just the Leviathan nids at my disposal, (along with a swarm lord that i bought) what detachment would work best with what i have? Side note: i am aware of the 'must include' units but im not prepared/capable of purchasing them atm so i just want to know what to do with what i have. Thanks in advance!
I heard someone say that sporocyst doubled its attacks. Is that right?
I really like it when GW does a good job implementing lore into the gameplay.
So the larger leader Neurogaunt that was assumed would be given rules in the codex still does nothing?
All sorts of new and interesting crunchybugs for my boyz to krump
random question, Is the hive tyrant's free stratagem ability only battle tactics like the Spacemarine captain or can you use detachment specific stratagems as well?
This is how edition without playtesters looks like. Pretty much same as 6th and 7th, some fantasies in designers heads dont correspond with reality.
If the 9th Ed play testers had spent more time playing and less time leaking, we would be in this mess.
why is the psychophage 125 points? it should be like 90
The fact the haruspex is now less is hilariou
Psychophage 110 id take it
Bio-morphs didn't come back. Synapse didn't go up to 9". Still no Shrikes. Melee versions still cost more than their way better ranged equivalents. Something like a quarter of the bugs getting nerfs. Synapse faction rule still sucks and is the worst it's ever been in an edition where other factions are getting shiny new special rules that are tearing things apart.
It's nice that they dialed down costs mostly, but not by nearly enough in most cases. Nids certainly aren't the worst faction in 10th edition, but they'll never be better than dead middle of the road with this kind of treatment.
Things should be "dead middle of the road"
So we are right where we should be
Big teams should be reigned in
Weak teams boosted up
You really complaining that you have a 50% win rate, that's the point every army should have a 50% wr that's the goal. Be very happy that you have some great detachments to choose and you aren't one of the many factions with trash win rates
@@danielburks2257 Using competitive placement rankings is not something that I mentioned. I said "middle of the road," not "middle of the pack." Tyranids are Mediocre. They don't do anything well, now that their speed, melee, shooting, toughness, psychic, and even their synapse have all been nerfed to completely unremarkable levels. What do Nids bring that no other faction offers?
The answer is nothing. GSC and Guard do better swarm. Daemons do better monsters. 1k Sons and Eldar do better psychic (for all THAT'S worth in 10e.) Virtually everybody does better toughness and shooting. And the codex didn't appreciably improve anything. A handful of models went down by 5 pts. A quarter of the choices got nerfed. None of the new detachments are any better than the already middling default option. And Synapse is STILL the worst, most useless faction special rule in the game.
Nobody said "I want my faction to be the top of the top." I just want my faction to be GOOD at SOMETHING. Mediocrity is not something to aspire towards.
@@parzaius9 So you are complaining that the faction that can adapt to any situation in lore is a very versatile force that can be built in many different ways and while not being the "best" at anything can be a jack of trades, tell me if I missed something pretty please
@@danielburks2257 Why are you bringing up lore? 90% of the 'lore' is just retelling the Horus Heresy for 900 novels and the remaining 10% is just "here's how the humans showed up and won the day." And if you go by the Codex Lore, you're going to be REALLY disappointed by the nids, who outnumber every faction in the galaxy and have weapons that tear apart tanks like wet paper bags. Or how about Nids are "the most adaptable" but their default detachment is "choose one at the start of the game and you're locked in forever" while the marine one is "choose one of three at the start of every turn and just adapt as you like." Expecting the crunch to live up to fluff is a sure recipe for disappointment.
As for the game: you can build Nids in a lot of ways, but the vast majority of approaches are going to fail spectacularly thanks to niche rules, puzzling points costs, and stats that haven't kept up with the edition change. And even if you do try to double down on one particular angle of attack, you'll always be inferior to several other factions who do the same thing but better and for cheaper. If you want to be versatile, you actually have to have tools that work for the given task.
It's a faction that CAN win, but only by playing towards objectives and scoring points while avoiding meaningful combat. If you ever try to actually FIGHT with your models, you'll find yourself cleaned up pretty easily. Which, you know, if all you want out of a faction is a chance at a W, sure. If you want to actually play the game of "bash your minis against other minis," you're going to be pretty bummed out by how ineffectual everything is.
Im confused on the +4 fnp on the norn emissary, why would it also get a +5 if you choose the obj singular purpose.
Question on the Neurogaunts and the node beast. Is it 10 gaunts PLUS 1 beast = minimum unit size or 9 models and 1 beast = minimum unit size ?
I think the nerotyrant only buffs the unit hes attached to unless i read it wrong
Dataslate changes to devwounds changes the unending swarms durability. Still gonna suffer vs blast but I know at least one 'nid player who's gonna enjoy that.
Feels like the new Termagant weapons might not be more competitive, but they’ll make the unit more *interesting* to play with. Hormagaunts at least had charges and melee to play with, now termies have some toys too.
Question guys: does Alien cunning allow you to put more than 500 points (2000 points game) into strategic reserves😊 thank you guys
Did the winged hive tyrant get Vanguard. I can't find this information anywhere else 😅
With all these point drops on really strong units, I can’t wait to see GW drop desolation squads back down to 120pts
i find the FNP in the adaptive detachment weird that it cost 15pts more than the necron one, which is flat better
Hey guys does anyone know, for the assimilation swarm does it mean that if you regen with the army rule naturally you cannot then use a regen from a Strat on that same unit? So only the unit with the enhancement can do that?
The funny thing is, I don’t think the points mean anything, because the new Balance Slate is this Thursday
Where is only one unit of Biovores being able to spawn a spore mine coming from?
I had hoped the Termagant special weapons would be one per ten models (and appropriately balanced).
That way one new box could have maybe served to catch up the ones from the Leviathan and Starter box. Seeing how you get 10 gaunts everytime you buy special weapons, there's no real way to make those original models not strictly suboptimal to field. Hope ebay will somehow provide...
Would it be possible to exploit unending swarm to move your enemy around? Something like grey knight teleport shenanigans and then shoot and the nids are going the wrong way across the board chasing sneaky silver marines?
You can choose not to move
Regarding the Biovore, i get you can only seed one time per turn. But 1 Mine per biovore, or one time seeding for one unit per turn?
What i mean is, if i have a unit of 3, can i seed 3 mines per turn, or is it just one mine per turn regardless of how many biovore are in this unit?
1 single mine per turn
Just 1
Hey, thank you very much for your review and for all your other videos as well. I do have a question about what you say about the neurogants, that they might be a bad bodygaurd unit to the neurotyrant because the neurotyrant might take a bunch of wounds easily as the gants have such low toughness. Is this really true though? Isnt every attack in theory cast by themselves in order, we just roll them all at once to save time? So if I shoot 30 shots at 11 gants + tyrant,lLets say I get 20 hits. I first roll 11 wound rolls and kill of the gants, kep rolling till they are all dead, and then when that is done, roll wound rolls on the remaining hits on the tyrant, with the increased toughness value? Or have I misunderstood the rules?
Core rules, page 39, under "Leader":
"Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic."
So I just read that part you quoted. I would like to clarify some things. While the bodyguard unit is still alive, one is not able to allocate attacks to the leader, and must use the toughness of the bodyguard unit. But when the bodyguard unit is dead, it is no longer an attached unit, and the leader is now being attacked. Now I can allocate attacks to the leader. So does all attacks happen at the same time or not? Lets say I shoot at an attached unit with 1 guy left + the leader. I have 10 s4 shots and 2 s10 shots. I roll all the 10 s4 shots and kill the one guy. I then roll the s10 shots. Will I still use the bodyguard toughness? I dont think that is very clear from just reading that quoted part. I think I've seen others tell me before that we technically roll every attack one by one, and if that is true that paragraph can be interpreted as I said in the first post, no?
Another example would be if I have 2 different units shooting at an attached unit. First unit kills the bodyguards. Now the second unit definitely use the leader toughness right?
@@timborna7543 The rules stipulate that the character's toughness matches the bodyguard unit "until the attacking unit has resolved all of its attacks." Thus, if at the beginning o the enemy unit's attack, if there is at least one bodyguard model on the table, the Leader character model has the same toughness as that bodyguard model. After each enemy unit has completed ALL of its attacks, if the bodyguard unit is destroyed and no longer on the table, the Leader Character becomes its own unit and can begin using its own toughness.
In the example you quote, as long as the S4 and S10 shots are coming from the same shooting unit, yes, the character retains the bodyguard toughness. What's more, let's say of those 10 S4 attacks, 3 wound the bodyguard-and-leader unit for 1W each, and the bodyguard model has only 2W. IN this instance, you need to roll slowly, because as soon as that bodyguard model is dead, even if there are still more S4 attacks to be allocated, any remaining successful wounds vs the bodyguard T are allocated as wounding hits to the character, which will use the character's save and any feel no pain abilities.
For example, a squad of 10 intercessors fire 9 Bolt Rifles (A2, S4, AP-1, 1W) and a Plasma Pistol (A1, S7/8, AP-2/-3, 1/2W) into a Neurotyrant (T8, W9, Sv4++) and 5 Neurogaunts (T3, W1, Sv6+). Since the bodyguard unit is still intact when the attack is declared, ALL FIRE from this intercessor squad is targeting T3, full stop. 18 shots at 3+ means roughly 12 hits. S4 vs T3 means roughly 8 wounding hits. AP1 negates the Neurogaunts' saves, meaning all five are destroyed, leaving three wounding hits to spill over onto the Neurotyrant. The Neurotyrant now must make three saves at -1AP, presumably using its 4+ invulnerable as opposed to the modified 5+ normal save. Assuming the Neurotyrant lives, the Plasma Pistol now can also fire, STILL USING THE T3 OF THE BODYGUARDS, because when the shooting attack was declared, the Bodyguard unit was still alive and thus the entire unit's T is considered to be 3. Thus, the Plasma Pistol will wound on a 3+ against the Neurotyrant, even though the Plasma Pistol can at best get to a S8, equalling the Neurotyrant's T8, normally calling for a 4+ wound roll.
If, after the Intercessors' shooting attacks are completed, then Neurotyrant is still alive, it is now considered to be a Character Unit and uses its Toughness of 8 against any further attacks from different units.
@@AlfredoGarcia-vx3lv Ok, a bit confusing with first same toughness, but different saves. Thank you for the writeup, much appreciated!
was there a collector's edition release of this codex??
Would Crusher be better if it made Carnifexes battleline?
how does 5+ feel no pain add 50 percent durability? only adds like 33 percent right?
Because each wound saved by it means that's a FURTHER wound that you get a 5+ feel no pain to save (that's one way to look at it among others, the numbers do check out :) )
Allright thx
I can see it working that way @@auspextactics
Still trying to understand how the Toxicrene is 200 points. Can't kill vehicles, so-so vs elites, lots of attacks but AP -1. I guess they can't all be winners and it drew the short straw.
And its literally a logistical nightmare to move on the tabletop
Honestly, 5 new detachments that are “fluffy, playable, but probably not best” is exactly what it should be.
No shrikes ? Didn't gw said they Comeback? Or some other kind of winged warrior?
The sporocyst was so damn cool, and now it's fucking useless. You will never, ever pay 125 points for a sporocyst when you could pay the same for an Exocrine, or less for a Haruspex.
Hell, you could take a unit of Barbgaunts and a unit of either Gargoyles or Hormagaunts, or just a brick of 20 termagants for the same or less cost, all of which are always superior choices.
What were you thinking, GW?
Wait so the enhancements for Crusher stampede can basically only go on a Hive Tyrant, Neuro Tyrant or a Tervigon? That’s pretty limiting….
most of the detachments are limiting, Vanguard is easily the best one for Tyranids, the others are just meh
Crusher Stampede is garbage, monsters will do better in almost any other detachment except Unending Swarm. Which is sad and weird.
Big ol "eh" on the codex... A bunch of dumb nerfs, only good buffs being the winged prime cost reduction and ripper change... Yikes. I opened up around 7 Tyranid battlereports on YT with the enw rules, EVERY SINGLE ONE lost. I get that they're playing the new detachments and have notwhere optimized their lists but... Not a single win for the bugs post codex just hurts.
I saw a couple where they lost against the Eldar which shouldn't even be counted lol
@Tehstampede True but I saw losses to CSM, Black Templar, Necron, Astra Mil... (Though tbf the Astra Mil game was a non-standard type of game)
doesn’t smothering shadow cause mortals on 3’s?
Are GW still providing a code in the codex for the App. I hope its just part WH + now.
Where can i get the Download of the Codex? Cant find it in the Warhammer Community page
We eating good! My buggy brothers!
so its not possible in 10th to play warrior as battleline ?