My IDEAL Tyranid Codex | EP 1 Army & Detachment Rules | Warhammer 40k 10th Edition

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  • เผยแพร่เมื่อ 5 ก.ค. 2024
  • Welcome to the Hive Mind! Today we have Episode 1 of me Writing my IDEAL Tyranid codex for 10th Edition. The Tyranid codex is lacking a bit, and I thought why not give it a try and see how I can do with it. This is purely just for fun.
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    0:00 Intro
    2:00 Assimilation Swarm
    8:40 Vanguard Onslaught
    12:30 Synaptic Nexus
  • เกม

ความคิดเห็น • 42

  • @tzarl
    @tzarl หลายเดือนก่อน +6

    I like the changes. I feel like you had a good grasp of how to make more measured changes that take into account the whole faction instead of just saying "X,Y and Z rules are weak, let's just make them all much stronger." Best example is the synapse change, the 9" bubble is a big increase but definitely helps the "oh shoot I didn't measure movement out exactly and now these two nid units are 6.6 inches away" or "oops I rolled a really high charge roll and now this unit has to end outside of synapse range". But changing it so that it's 3d6 take the highest two rather than just 3d6 now means that opponent's battleshock stuff now is not just completely shut down so they won't feel as bad about that. End result is something that is hopefully more fun to play both with and against.
    Ditto with the SitW ability. I think most of the suggested changes I've seen have been about "auto-battleshocking" or getting to battleshock multiple units each turn which is a bit too much IMO. SitW is very swingy but the risk of making an ability that guaranteed shuts down scoring is that it becomes impossible to counterplay and can have all the worst downsides of guaranteed secondaries but for primaries, which I think is best avoided. This change makes the big swing turn feel more impactful but still has setup and counterplay with positioning.
    The one change I'd be most concerned about is making the Assimilator have the harvester keyword. It's no C'tan, but I'd be worried that it would turn the detachment into "run triple assimilators onto the midboard and tank a bunch of damage because it's now the toughest harvester unit you can get".

    • @maelstromgamingstudios5240
      @maelstromgamingstudios5240  หลายเดือนก่อน +3

      Thank you for all the feedback! That's absolutely fair criticism on the Assimilator there. Could be quite spicy with OC 15 and regen.

    • @skalgrimfellaxe5796
      @skalgrimfellaxe5796 หลายเดือนก่อน +1

      For its massive points cost and lack of inv save its not a thing you would take three of with the keyword still probably, but yeah it should have it. (Generally it should be buffed stats wise for the points its at anyhow)

  • @morewarhammer
    @morewarhammer หลายเดือนก่อน +1

    Been looking forward to this one mate. I am building my tervigon as I listen.

  • @DomesticTourist001
    @DomesticTourist001 หลายเดือนก่อน +1

    Would be great to have the trygon prime added back in and give it the transport key word but only if it is coming from strat reserve. This gives the fluff of it popping out of the ground and creating a tunnel for another unit to come in using. The ability would allow you to give deep strike to a unit that doesn't have it excluding monsters and vehicles.

  • @voltron1234567890
    @voltron1234567890 หลายเดือนก่อน +2

    Really reasonable changes. I love the rewoks to Crusher Stampede, and the changes to SitW seems to reward positioning and counterplay, as well as gives frontline Synapse creatures like Warriors and WHTyrants more interesting combos.
    Personally, rather than a once per game SiTW wave, it should be a once per turn ability on one select unit.

  • @d.t.m8393
    @d.t.m8393 หลายเดือนก่อน +1

    I don't normally partake in this sort of fan wishlisting stuff but hey, in the spirit of community I have some notes!
    -The actual math/dice changes of Synapse changes feel weird! On 3d6 added together, your chance of achieving 7+ is 90.74%. With your changes(best 2 of 3d6 and change Synapse creatures to Ld6) the chance of getting 6+ is 89.35%. My question then would be: why are we re-writing the numbers just to have the net change be plus/minus 1.39% ?
    That's inconsequential. Might as well just leave the numbers as they currently stand. All the other stuff like the extended range could stay sure, but I really don't see why you'd fudge around with the numbers when it's basically meaningless to do so!
    -The proposed Shadow In The Warp mechanic of "enemy psychic powers suffer -1 to go off but only natural 1's cause them to suffer negative effects assuming they have any to begin with" is far too cute(especially for 10th edition). There are a plethora of psychic abilities which require no roll whatsoever(e.g. a Space Marine Librarian's ability to grant his unit a 4+ invul or a Phobos Librarian's ability to grant his unit Stealth+Lone Op) and I think you'd agree it'd be weird for these psykers to dodge the effects of Shadow by virtue of not having to roll dice to use their powers right? I mean they are still psykers after all.
    So I'd just make it so that if a [psyker] unit fails a Battleshock test while within the proposed Shadow In The Warp aura, then their unit takes D3 Mortal Wounds. Simple. Quick. And most importantly works on all psykers equally, whether they require a die roll to use their ability or not.
    -You've made Death Frenzy objectively too strong when compared to other stratagems. If you look at the other factions in 10th edition, there are basically two formats GW is using for "Fights on Death" stratagems. You've got 2CP "full" Fight on Death with no dice rolls required(Marines -Only In Death Does Duty End, Sisters -Spirit Of The Martyr, and Orks' -Orks Is Never Beaten) and then you've got your 1CP "partial" Fight on Dice that works on a 4+ with a potential rider(Admech -Verse of Vengeance(no +1 rider on this one), CSM -Eternal Hatred(+1 rider if Khorne), Dark Angels -Duty Unto Death(+1 if on chosen objective).
    Tldr: 2+ Fight on Death for 1 CP is really having your cake and eating it. It's basically as effective as full on Fights on Death, but costs half as much. My suggested change would be to change it back to a 4+ Fights on Death, but add a +1 rider for units using the strat within Synapse Range.
    -I'm pretty sure those changes to Ablative Carapace are too pushed. You've taken one of the best stratagems in Invasion Fleet and just copy-pasted it over, but that sort of defensive stratagem is going to be so much more powerful in a detachment which inherently heals models/wounds back due to the multiplicative nature of defensive buffs. When you stack durability buffs like that, you can potentially create very real in-game problems(see C'Tan with their 4x layered defensive buffs making them a complete faff for most armies to deal with).
    I also think, just in general, that 1CP 5+ FNP versus anything is too powerful of a stratagem in general. Yes, Invasion Fleet has it, but since then no codex that I'm aware of has gained access to 1CP unconditional 5+ FNP. Even in the most recent CSM codex, the Iron Warriors detachment gained access to 1 CP 5+ FNP -vs shooting only-. I believe GW may have learnt their lesson about giving out unconditional 5+ FNPs. Honestly I'd just leave Adaptive Carapace *exactly* as it was. Especially if you have plans to improve the Swarmlord datasheet in any way, shape, or form, as him being more selectable as a unit would go a long way to offsetting the 2CP cost of that stratagem to begin with(in a similar vein to how Eldar players can plan around 2CP Fire and Fade due to the Autarch datasheet).
    Anyway, those are all the things that immediately stood out to me from an initial reading. I'm sure I could probably go back over everything and find a few more things to nitpick about but my main takeaways for you would be:
    -Don't make a change for change's sake(aka changing the dice math on Synapse by less than 1.5%).
    -Don't implement a complicated rule where a simple one would suffice(aka Shadow In The Warp vs psykers).
    -Resist the urge to push effects beyond what's already in the game(aka 1CP 2+ Fight on Death just not really being a thing in at all in 10th ed)
    -Consider your changes holistically(aka the proposed Adaptive Carapace changes being a big old can of Rippers when shoved into a detachment full of already self-healing monsters).
    Still, quite a fun video and best of luck! Honestly if you do want to use these fanmade Tyranids in a battle, perhaps give Connor the chance to make a few fan-edits to the Custodes codex as well? That book also came out of the GW oven half-baked so it'd be the perfect partner for your Nids to have a fan-off against. ;)

  • @SuperSiggi007
    @SuperSiggi007 19 วันที่ผ่านมา

    Love the changes you make, hopefully GW will contact you for 11 edition codex 🤩🤣

  • @artes000
    @artes000 หลายเดือนก่อน

    I would just do something more themed kinda in line with thousand sons for shadow in the warp and/or probably more in line with how it feels in the fluff (cut off line of communication and disorientation).
    This ability would be more powerfull but in lines of what should be.
    I would change to a passive interesting rule as:
    - Each time an enemy unit uses a stratagem within range of a synapse creature, roll a D6, on a 5+ that stratagem cannot be used and the command points used to call that stratagem are lost.
    (this is literally to the word what synapse does in practical terms = disorientation and cut off communications).
    You could then have creatures like the neurotyrant with abilities to do something like:
    - Synaptic overload: Once per game at the start of the command phase you can use this ability, Psychic Weapons have the hazardous rule until the end of the turn. If a weapon already the hazardous rule, the test affects on both rolls of 1 and 2 instead of just 1.
    Powerfull? definetely, but least you could work to risk your synapse creatures to try to benefit from a 33% shutdown commands to compensate what they might lack of others.

  • @phoenixguy101
    @phoenixguy101 หลายเดือนก่อน +2

    awesome rule changes! I especially like the detachment changes to crusher stampede. However, I’d actually do a slight rewrite to the Synaptic Nexus detachment rule: rn, it says that you get the Synaptic Imperatives when you’re within 6” of a Synapse Unit, not simply when you’re within Synapse. This makes it so the increased synapse length and the new version of the Synaptic Control enhancement doesn’t help at all with the detachment rule.

  • @JoeFarish
    @JoeFarish หลายเดือนก่อน +1

    Very much looking forward to this video!

  • @jupersis
    @jupersis หลายเดือนก่อน

    Ideas would be -
    1. Increase synapse range to all tyrants to 9”
    2. Gw create universal psyker stat similar to grenades (make psykers great again) - even if it comes with a hazardous check
    3. In synaptic nexus- enemy psychic weapons are all hazardous and fail on a 1&2 if in synapse instead of one of the other buffs. Allow this to turn on. Would be impactful if they add a psyker strat as we would see more psykers
    4. Add +1 strength to all melee in synapse (popular input)

  • @factiondogs
    @factiondogs หลายเดือนก่อน +1

    Amazing work!

  • @DoctorBoson
    @DoctorBoson หลายเดือนก่อน

    These are super interesting! I have the same game design compulsions as you (did my first project when I was 7 I think). I'm doing something very similar with Custodes-but their Codex is dogwater so my changes are a bit larger than yours lol. If you'd like to take a look I'd love to hear your thoughts!
    With your changes, first impressions, I love pretty much everything. Two things that spring to mind though:
    If Synapse's range is going up, I feel like the effectiveness of Synapse should go down *slightly*. Leaving Synapse Ld at 7+, your system is about 3% worse for most non-Synapse critters than it is in the official rules (and about 10% worse for Synapse units), which feels like a perfectly fine tradeoff!
    For SitW, a "psyker test" isn't really a named mechanic, so it's hard to know what exactly it applies to without the exact wording of your rules. Would this apply to weapons with the psyker ability (e.g. Smite)?

  • @RB30LJ
    @RB30LJ หลายเดือนก่อน

    Awesome content as always!

  • @Magos_Biologis_Tyranus
    @Magos_Biologis_Tyranus หลายเดือนก่อน +6

    I hope GW takes notes. 😂

  • @HiveFleetOni
    @HiveFleetOni หลายเดือนก่อน

    This is great fun 😊
    It’s always an interesting exercise to do something like this. I had a go at totally re-writing Crusher a little while back, I’ll copy it below for a little fun reading.
    Crusher Stampede
    Detachment rule: Instinctive Annihilation
    Monsters get +1 to hit with ranged weapons and +1 to wound with melee weapons.
    Enhancements
    The Shardgullet (30 points)
    Model with a Heavy Venom Cannon only. Increase the Strength of the Heavy Venom Cannon to 15, AP to 3 and Damage to 4.
    The Miasma Cannon (20 points)
    Model with a Heavy Venom Cannon only. The Heavy Venom Cannon gains the Anti-Infantry 2+ rule, and in addition gains Torrent and an additional D3 attacks when targeting units within 12” of the bearer.
    The Scythes of Tyran (15 points)
    The model’s melee weapons gain Sustained Hits 2.
    The Maw Claws of Thyrax (15 points)
    The model regains D3 lost wounds the first time it destroys one or more enemy models with melee attacks each turn.
    Stratagems
    Unstoppable Advance
    Battle Tactic, 1CP
    When: During your movement phase, before a Tyranid Monster unit is selected to move.
    Target: A Tyranid Monster unit.
    Effect: If the selected unit Advances, it automatically moves an extra 6” (do not roll), and the model may declare a charge on the same turn.
    Pheromonal Mark
    Strategic Ploy, 1CP
    When: During your shooting phase, just after a Tyranid monster unit has finished shooting at an enemy unit.
    Target: One enemy unit hit by ranged attacks from a friendly Tyranid monster unit.
    Effect: Until the end of your shooting phase, Tyranid monster units can re-roll hit rolls when targeting this enemy unit, and their ranged weapons gain the Ignores Cover rule.
    Devastating Impact
    Battle Tactic, 1CP
    When: During your Fight phase.
    Target: One friendly Tyranids Monster unit that charged this turn.
    Effect: Until the end of your Fight phase, improve the AP of melee attacks by the target unit by 1.
    Monstrous Regeneration
    Strategic Ploy, 1CP
    When: At the end of your Command phase.
    Target: One friendly Tyranids Monster unit.
    Effect: The target unit regains D6 lost wounds, up to its starting number.
    Restrictions: This cannot revive a destroyed unit.
    Thorax Swarms
    Epic Deed, 2CP
    When: At the start of your opponent’s Command phase.
    Target: One friendly Tyranid Monster unit.
    Effect: One enemy unit within 6” of the target reduces the OC value of all models in that unit to 0 until the end of your opponent’s turn.
    Ominous Presence
    Epic Deed, 1CP
    When: At the start of either player’s Command Phase.
    Target: One friendly Tyranid Monster unit.
    Effect: Until the end of the turn, increase the OC value of the target unit to 10.

  • @KKZVlug
    @KKZVlug หลายเดือนก่อน

    Im looking forward to seeing your future changes as these seem just not quite enough for what we have currently but your making kore chnages an not trying to make us bonkers.

  • @Randobar
    @Randobar หลายเดือนก่อน

    Great idea. Resonable suggestions

  • @relint12
    @relint12 หลายเดือนก่อน

    I like your recommendation for the Synapse change. It would also be cool if Synapse made an opponent less likely to pass a leadership check. Like opponents would also roll 3d6 but take the two lowest rolls.
    Edit: Also the Norn Assimilator having the Assimilation Swarm detachment keyword and the Norn Emissary having the Vanguard Onslaught keyword would be nice.

  • @silverfortune2205
    @silverfortune2205 หลายเดือนก่อน +1

    The changes for synapse and shadow in the warp make a lot of sense and I like it! Albeit I'm not as big a fan of the swingyness of SitW. I especially agree on SitW affecting enemy psykers in a negative way. While I wish it has something to give us more punch I will concede that not every army has an army rule to hit harder. I really like your version of crusher stampede! I'd straight up make an army to give that a whirl.
    I will say I'm surprised at no additions to the synaptic nexus detachment rule as imo I think it's somewhat lackluster (outside 5+ invul, that should stay the same). Of course I'm no designer so take my opinion with a grain of salt but here's what I'd implement:
    Surging Vitality: While this unit is within Synapse Range of your army, each time it advances or charges, you may re-roll the result. (Should be worded that you must choose between either advance or charge to get the dice reroll per unit. Much more impactful for getting your units across the board or into combat).
    Goaded to Slaughter: While this unit is within Synapse Range of your army, each time a model makes a melee attack, add 1 to the hit roll. If this unit is a synapse unit, instead each time a model makes a melee attack, add 1 to the hit roll and add 1 to the wound roll. (I wanted to add +1 to wound in melee without being too strong, so I let synapse units get the +1 to wound in melee because it's the synapse detachment, they should get the biggest benefit).

  • @NecroGoblin-yl2fx
    @NecroGoblin-yl2fx หลายเดือนก่อน +1

    not a fan of the Crusher stampede +1 S and +1 A on charge.
    feels like all the ranged does not get anything, and most are ranged.
    so i'm more into how it is now, but like the +2 OC.
    would change it to +2 OC for Monsters, +1 to hit in Synapse and +1 to wound on battle shocked units.
    in this way they hold objects better, the detachment need Synapse creatures and Battle shock matters.
    and maybe give their weaker "Tank Shock" so that the unit they do it on have to make a Battle shock test.

  • @Dewoy1
    @Dewoy1 หลายเดือนก่อน +1

    Pretty nice, wish some of that would be real. You should grab Conorf and do some test games with your own rules, see how this plays out.

  • @exile650
    @exile650 หลายเดือนก่อน

    Trygons and Raveners definitely need Vanguard. Though I'd like to see Mawloc get Harvester. I mean come on, he's just a big ripper.

  • @jonpeacock5580
    @jonpeacock5580 หลายเดือนก่อน

    Synaptic nexus should be changed from +1 to hit in melee to just +1 to hit. Support those range options that our synapse units tend to have

  • @dmr7356
    @dmr7356 หลายเดือนก่อน

    Mawlock's need the harvester keyword, they are literally a giant mouth that bursts up from underground and swallows stuff whole. Also warriors need an invuln save they are the only synapse creature in the book with no invuln, maybe make it a little weaker like a 5+

  • @martynfurnival3455
    @martynfurnival3455 หลายเดือนก่อน

    Generally great. My only thought /change would be that the shadow in the warp would affect a unit for the player turn it was triggered and the subsequent players turn so in effect it lasts for a game round and cannot be ignored or recovered from in any way during that time period. Your thoughts welcomed

  • @DMDuncan37
    @DMDuncan37 หลายเดือนก่อน

    Thanks 👍
    Another simpler idea to improve the Tyranids.
    for the shadow in the warp, add the basic -1, an effect like the orc whagg. and indeed bonuses on psycher units. for a whole round.
    Improve the synapse. yes the size of the bubble is small. for example +1 hit and 3d6 co
    but also improve the battleshock and above all have better lethality, the same rules for all units for example bonus to blesse and or ap.
    Many units are expensives, some monsters, HQ, gaunts.... compared to other factions.
    Nice UP to detachement 👌

  • @kenderareawesome
    @kenderareawesome หลายเดือนก่อน

    What about if for the shadow in the warp instead of if the unit is within 12 of a synapse unit -1 leadership what about instead it was just they become battleshocked? I don't think that would be too strong and would make the opponent have to think of some counter play and suddenly things like the neurotyrants nodes, the synapse enhancements or the synaptic channelling strat all have a secondary use of allowing you to catch extra units with the battleshock.
    Either that or just bake in the +1 to wound -1 to hit for battleshocked units into the army rule and take it off of the neurolictor as this would also open up the codex alot more by improving internal balance by improving battleshock causing units and abilities that are otherwise overcosted.

  • @adamcarr1387
    @adamcarr1387 หลายเดือนก่อน

    More of this stuff! Once you buy em the little plastic toys are yours to do with as you please, just like dnd we need a strong homebrew community because gw is really lacking on good, well balanced rules

  • @sanakhtthefatetwister9116
    @sanakhtthefatetwister9116 หลายเดือนก่อน

    The reason Death Frenzy is a 4+ normally is because its only 1CP. Most automatic fight on death rules are 2CP instead.

  • @aliendilo3105
    @aliendilo3105 หลายเดือนก่อน

    I could imagine Assimilation Swarm being a bit powerful. Although that might just be me. Having even just a psychophage with a few termagants on a point would make it near impossible to take that point away. Finally deal damage to the psychophage (get passed the toughness, and FNP) it just heals. Kill some Termagants, they just come back. And it's not like that costs CP like in Invasion fleet or Unending swarm, it just happens.
    But I may be over stating how powerful it actually is, it's just my first thought.

    • @TheSniped117
      @TheSniped117 หลายเดือนก่อน

      Any army can just kill like 3 psychophages without breaking a sweat except us.

  • @jamesstanbridge667
    @jamesstanbridge667 หลายเดือนก่อน

    Have you got any painting tutorials?

  • @gozolve
    @gozolve หลายเดือนก่อน

    Every unit should have at least one detatchment key word, it’s dumb that some don’t have any

  • @jupersis
    @jupersis หลายเดือนก่อน

    Bring back OG Reaper of Obliterax and it will balance the codex

  • @pimvandergeer7179
    @pimvandergeer7179 หลายเดือนก่อน +1

    Shadow in the Warp straight up sucks as an Army rule.
    It does Nothing for you, your opponent Rolls and maybe gets a feelsbad. You never get the feeling of Control, of doing/having Something impactfull. It's just overall bad games design.

  • @ryza7760
    @ryza7760 หลายเดือนก่อน

    when you hate your own codex so much you make your own 😭 (I hate the codex too)

  • @Magos_Biologis_Tyranus
    @Magos_Biologis_Tyranus หลายเดือนก่อน

    Bring back shardgullet!

    • @jacobgale4792
      @jacobgale4792 หลายเดือนก่อน +1

      Chadgullet my beloved

  • @dantejrl
    @dantejrl หลายเดือนก่อน +1

    call GW, it could be usefull