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Tyranids: Ideas for the 4th Edtion Codex
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Old 15 Jun 2005, 15:23   #1 (permalink)
Shas'El
 
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Default Tyranids: Ideas for the 4th Edtion Codex

[size=13pt]Tyranids: Ideas for the 4th Edition Codex[/size]
[hr][size=11pt]Tyranid Weapon-Symbiotes[/size]

People say that Tyranids cannot shoot at all…I say they are overlooking the situation…

Name:* * * * * * * * * * Common Tyranids:
Barbed Strangler: Warriors, Hive Tyrant
* *One of the few weapons rarely seen around a Tyranid army. Although it may seem obvious to just put the Stranger on a Carnifex, you have to stop and say “Hey, there are other weapons too!”
* *Personally, I never leave home without at least one Warrior carrying this. Although it will only be Str. 3, AP 5, the Large Blast Template and the Pinning Rules are too good to miss! In general, this is the last Warrior I choose to die if the squad is taking fire, as for the squad can only carry 1!

Devourers: Carnifexes, Gaunts
* *A option for a Gaunt if you are tired of Fleshborer (and who can be tired of those beauties?) When ever I take a “Basic” Carnifex, I put the TL Devourers on him…due to the fact that it will equal 4 shots, re-rolling misses, and re-rolling wounds! Nice!
* *Keep Devourers away from the Warriors and other Tyranids, as there is much nastier weapons available!

Deathspitter: Warriors, Hive Tyrants, Ravener, Carnifex
* *The most common weapon seen in Tyranid armies! Not only is it S+1 it is also a 24” Blast! Warriors can pack them without penalty and it is the perfect weapon for the Ravener! Sometimes seen on a Hive Tyrant; more common on the Carnifex though…I’ll end this segment now, for I’ll never stop ranting about it!

Fleshborer:* * * * Gaunts, Gargoyles
* *The staple weapon of Gaunts. On a standard Gaunt (one without Biomorphs) it acts like a shot range Bolter; that re-rolls failed wounds! Now put 32 of these together!

Spinefist:* * * * Gaunts
* *Basically, the weapon for “Cannon-Fodder Gaunts.” It’s cheap, and Twin-linked…enough said…

Venom Cannon: Hive Tyrants, Warriors, Carnifex
* *The Grand-Daddy of all Tyranid weapons! The most common weapon on a Hive Tyrant (Hmmm...I wonder why?) and sometimes seen on Warriors. Many people do put this on a Carnifex, but I vote against it…The Carnifex is a big enough target already…plus the base Carnifex will put the weapon Str. to 11, when the max is 10 (Overkill?)

Bonesword: Hive Tyrant
* *The only Tyranid that can field a Bonesword is a Tyrant. The main reason why people take the Bonesword is for the permanent Catalyst power. As a double bonus, the Tyrant can us the power in C.C. and get Tyranids within 6” frenzied up too!

Crushing Claws: Carnifexes
* *I always, always have Crushing Claws on my ‘Fex, due to the fact that it makes it D6 attacks, and add the bonus attacks on top of that! (A example Carnifex: Tusked, Crushing Claws, Scything Talons = D6+2+1 attacks! Minimum 4, Maximum 9!!!)

Lash Whip: Hive Tyrant
* *I really don’t like the Lash Whip too much…I only have it because it has to go with the Bonesword.

Rending Claws: Tyrant Guard, Broodlord, Lictors, Genestealers, Raveners, Carnifex
* *The most common close combat weapon that the Tyranids own. For those of you who don’t know: Rending Claws = Tyranid Power Weapons! Be afraid, very afraid!
* *Most of the time Rending Claws come standard, which I like. If I have to purchase them, however, I generally don’t take them, as there are often tastier options available!

Scything Talons: Basically all of the Tyranids!
* *The staple weapon of the Tyranids! Remember this: Scything Talons are the only way that a Tyranid can gain a C.C. bonus for having two weapons!

[hr][size=11pt]Tyranid Biomorph Enhancements[/size]

Name:
Acid Maw: Generally not seen to often because of their price, Acid Maws do have their advantages: Namely re-rolling wounds in the first round in combat! I highly recommend if you take some Genestealers, then add this to them!

Adrenal Glands: I don’t care what Tyranid you take! Adrenal Glands are a must! Cheap, effective and deadly!

Bio-Plasma:Found on Gargoyles, I really don’t recommend taking this option. It is a bit pricey and casualties don’t count toward combat resolution! Where’s the point in taking it then?

Bonded Exoskeleton: Although expensive, it keeps your Carnifex ticking that much longer. I recommend if you are going to beef out a ‘Fex, then take it!

Enhance Senses: Only take on Tyranids that you are constantly going to shoot with…otherwise it is a waste of points to give it to a Tryanid that will shoot 2 shots in the game…

Feeder Tendrils: A nice upgrade, but a waste of points IMO…best left on the Lictors.

Flesh Hooks: A definite upgrade if you are going to rush defenses! For when you strike cover, it will make you fight simultaneously with the defenders in cover and if will let you cross vertically impassible terrain! Oh look! A tower! ::Climbs::

Implant Attack: A definite upgrade for the big beasties! Causes 2 wounds for every unsaved wound? Nice! (Str. 9…here I come!)

Leaping: The only upgrade worth taking on a Ripper Swarm…

Mace/Scythe Tail: Ignore this Biomorph…Good on paper, Bad in practice…

Regenerate: Too expensive and too much luck is needed in order to get it to work properly…Again, good on paper…

Scuttlers: My favorite Biomorph to give to a Guant! I’ve always liked the idea of Infiltrating 32 models…

Spine Banks: A neat upgrade! I try to take it whenever I can, for it is both useful in the shooting phase and the C.C phase! A must on a Carnifex!

Spore Cysts: Long story short, it makes a spore mine, but may take a wound…not worth it…

Symbiote Rippers: Since when do Tryanids need more models to know whether or not they will outnumber an enemy or not? Ignore completely.

Thorn Back: The above goes the same for here…

Toxic Miasma: Generally a good upgrade, however, I have beefs with it, so I just ignore it! “Oh look, I can make your Liberian WS 4 instead of 5…wow (sarcastic)…”

Toxin Sacs: A DEFINATE must! Put on all Tyranids! Not only does it increase the Str. of the user, it also ups the Str. of the Tyranid Weapon Symbiotes!

Tusked: Whenever I get the chance, I take it…+2 attacks on the charge is just that much better!

Winged: Many people like it, but I don’t…perhaps if my whole army was Jump Infantry…
[hr]Well, if you didn’t fall asleep, stay tuned! For I am currently working on a breakdown of the Tyranid Units! (And rant about the Ravener!) :

Later Daze! ~A’u’nat ;D
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Old 15 Jun 2005, 15:32   #2 (permalink)
Shas'El
 
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

Nice post.

(damn you beat me to it!)

Looking forward to your unit breakdowns.
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Old 15 Jun 2005, 15:33   #3 (permalink)
Shas'El
 
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

Quote:
Originally Posted by Hive Lord
(damn you beat me to it!)
Hehehee ...Sorry that I beat you to it. If you wish (actually, I'll request!) you could PM some stuff about the units! It's really easy if you have two heads working on the same project...
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Old 15 Jun 2005, 21:14   #4 (permalink)
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

You too?
Okay, how many people here have only one head?

I'm really going to only focus on the things that have changed in the Nid codex, so without further ado...

Synapse Creatures: Same range, still fearless when you're close.
The best change for this is that you can now get a huge advantage over your enemies. Lack of Instant Death!
Raveners, Biovores, Zoanthropes, and those oodles of warriors now take more than just a Krak missile to take down, they need two! In on e stroke GW has halved the effectiveness of the opponent force vs the middle guys. Thanks Phil!

Instinctive Behaviour: So much easier now. most small bug squads, finding their connection to the hive severed will probably scurry back off to the swarm. Or they can just bunker down and hope for the best, becoming harder to kill as they do so. Unfortunately, they become less effective like this and need to be moving again to claim things.

Living Ammuniton: "Hey Bob, whats eating you?" Very useful; Gaunts with fleshborers can actually kill stuff now. More effective against units, but not vehicles. Nicely balanced.

Spore mines: Now only small blast, but this is a good thing. Gone is the scattering flame template, now you'll hit anything near you. Perhaps the loss of scattering your shots, and now creating a single batch of mines, in some ways counters this. No longer is it one on this squad and one on that squad, it's now all or nothing. Not as good as they used to be, but perhaps as good as they ought to be.

More later.
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Old 15 Jun 2005, 21:39   #5 (permalink)
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

Quote:
Originally Posted by Hunter
You too?
Okay, how many people here have only one head?
Hehehee...Great Minds Think Alike! :

Thanks for doing the "Special Rules" that I've never done...anyways. ;D

You know what we should do? We should each pick a couple of Force orginization sections of the codex and then right in-depth about that...what do you think?
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Old 16 Jun 2005, 04:51   #6 (permalink)
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

I got dibs on Fast attack and Elites.
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Old 16 Jun 2005, 05:22   #7 (permalink)
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

Quote:
Originally Posted by Hunter
Spore mines: Now only small blast, but this is a good thing. Gone is the scattering flame template, now you'll hit anything near you. Perhaps the loss of scattering your shots, and now creating a single batch of mines, in some ways counters this. No longer is it one on this squad and one on that squad, it's now all or nothing.* Not as good as they used to be, but perhaps as good as they ought to be.
Ok wait, spore mines dont scatter anymore??? Is this true? So like I can bust out 3 Bio-Acid Mines on a vehicle??? Or am I thinking backwards. I knew all spore mines are blasts now, but no scattering. Very Interesting. Do I still need LOS?
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Old 16 Jun 2005, 09:59   #8 (permalink)
Shas'El
 
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

I'll do HQ.. and heavy support if you'd like me to
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Old 16 Jun 2005, 13:40   #9 (permalink)
Shas'El
 
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

Quote:
Originally Posted by Hunter
I got dibs on Fast attack and Elites.
Quote:
Originally Posted by Hive Lord
I'll do HQ.. and heavy support if you'd like me to
...I guess that leaves me troops! : ;D Plus to make it even I'll do some all around tactics of the army and how little guys can win games too!
Ok, here are some guidelines:
1) Create a detailed description about the squad/model
2) Create pros and cons
3) Create some example Tyranids (not using the ones in the book! They have to be original!)
4) Some brief tactics.

Ok! So here is the People who are doing things:
HQ: Hive Lord
Elites: Hunter
Troops: A'u'nat
Fast Attack: Hunter
Heavy Support: Hive Lord
General Tactics: A'u'nat, freaky_beef
Pyschic Powers/Tyranid Special Rules:UXO, Hunter

Sound Fair? Oh, and I also want to be the one who posts up the package! ;D (I really don't know why...I just like the way I orginize things!) :
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Old 16 Jun 2005, 14:10   #10 (permalink)
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Default Re: Tyranids: Ideas for the 4th Edtion Codex

I can't wait for this mega post! This should be goo ;D
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