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XYQE > General > [40K] New Nids Review 29 May 2005 14:20:47

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[40K] New Nids Review

Myrmidon 29 May 2005 14:20:47
 Hello,

Well, since no one here on RGMW has as yet written a review of the
new Tyranids stuff, so I thought I'd throw out a quick one myself.

In the 'Gone' category: No more 'Hive Fleet' lists and their
restrictions. No more 'One Off' mutations - so no more weapons beasts
(sorry everyone who converted special minis - doh!) and no more Hive
Node critters (which I really liked). Also gone are 'Old One Eye' -
which could be reproduced with the new Carnie bio-morphs, and 'The Red
Terror' as well, which sucks since it's an expensive mini and it had
some cool abilities as well.

After those major changes - much of what people knew of the Nids from
3rd Edition still remains; it's just been tweaked in various ways. The
codex itself weighs in at 64 pages - the first 27 of which are pics and
fluff. GW at least makes a reasonable attempt at reconciling the
'older' fluff (even as far back as the RT era) with the newer fluff by
saying that the older Nid fluff were the 'initial' or advanced scouting
fleets and that the Nids have altered themselves radically to meet the
challenges presented by the organisms in this Galaxy. Nothing terribly
new - but at least some thought was given to the fluff as a whole.

Changed:

Instinct Behavior. Gone is the random D6 chart. (Woot! I always
thought that was goofy.) Instead, if a brood that requires synaptic
control is out of range (and not in HTH or falling back) - they've got
several options. If they want to move, then they have to make an LD
roll. If the roll is failed, then they move towards the nearest
synapse creature 'as if it had failed a morale test'. The implication
is that the unit doesn't count as 'falling back' per say, rather the
little critters are simply confused and looking for guidance. If
passed the unit moves/acts as normal. Units may choose to voluntarily
'lurk' - which means no movement, and may shoot as normal plus they get
a +1 bonus to any cover saves while lurking.

Clarified is the fact that fleeing broods can be run down or trapped /
cross fired and killed *before* they rally (since that occurs at the
being of a player's turn) even if they fallback into Synapse range.
Also clarified is the fact that once back into synapse range, the unit
will automatically rally in it's own turn even with enemies within 6
inches, etc.

Synapse Rules. Creatures with or in synapse range (except rippers) are
immune to insta-kill rules. (No surprise as this was rumored long
before the codex release.) And as per the old rules, everything in
synapse range is fearless and auto-passes LD tests (for everything other
than using psy powers). Synapse critters can detonate spore mines
within 24 inches as an alternate to shooting or using psy powers.
Nicely enough, other members of the same unit (i.e. warriors) can still
shoot at a different target.

All bugs now get 'move through cover' special rule for moving through
difficult terrain.

Living ammo - weapons with this trait now get to reroll failed to wound
rolls.

Spore mines - these are a good bit different (I'll cover them along with
the bio-vores - see below) and I think they're in need of some
clarification.

Weapons:

Barbed Strangler - (Max S8) - now has pinning
Devourer - (Max S6) - living ammo
Death Spitter (Max S7) - no change
Flesh Borer (Max S6) - living ammo
Spine Fist (Max S6) - twin linked
Venom Cannon (Max S10) - no change

HTH
Bone Sword - gives tyrant permanent catalyst effect, and on a psy test
allows *all* units within 6 inches to use the catalyst effect. (Comes
as Bone Sword / Lash Whip combo weapons option for the tyrant)
Crushing Claws - gives D6 attacks plus adds (like talons or charging).

Psychic Powers:

Catalyst (non-bone sword version) now can be applied to a unit within 24
inches rather than the previous 18 inches.

Warp Field now includes a 6+ invulnerable save. (Not great - but
better than no invulnerable save at all like the previous version. With
the invulnerable save it now starts to make more sense to take that over
the cheaper standard armor upgrade for the Tyrant.)

Warp Blast now includes the limitation that creatures with enhanced
senses (+1 BS) biomorph cannot use the S10 blast option, as it would fry
their heightened senses. (Seems like a reasonable restriction to limit
the 'cheese' factor to me.)

** Shadows of the Warp - this new power makes *enemies* roll 3D6 and
discard the lowest dice for all psychic tests. Perils of the warp
results are nullified. Powers either pass or fail. (This will be a
popular option against Eldar and possibly Marine armies.)

Horror, Psychic Scream, and Synapse Creature are also included in the
powers options like in 3rd Edition.

Bio-morphs:

All the typical ones from 3rd Ed are there as well as a number of new
ones (listed below)…

Acid Maw - reroll failed to wound rolls on first round of HTH

Bonded Exoskeleton +1T

Feeder Tendrils - model gets preferred enemy bonus - and any unit with
models within 2 inches of a model/unit with feeder tendrils gets that
bonus as well.

Leaping - all models within 3 inches (reduced from 4 inches) get full
attacks and 12 inch charge range. (This seems ok to me as Nids player
since 4 inches was just plain over-kill against virtually any army
except Marines or Chaos.)

Mace/Scythe tail. Choice of 1 full S attack or 1D3 Ѕ S attacks. Tail
attack only possible if in base to base with 4 or more enemy models.

Regeneration - (only available to the Fex.) At the start of the Nid
player's turn, roll a D6 for each lost wound on the bug. On a roll of a
6 - that wound is regained up to the creature's original starting total.
(This is an expensive bio-morph, but could be a serious pain if the Nid
player gets lucky / good rolls. The obvious solution to this is to kill
the critter outright in a single turn, so I'm not sure that it's really
worth the hefty cost.)

Scuttlers - creatures / units with this get the scouting ability as per
the core rulebook.

Spine Banks - creature counts as having Frags in HTH and gets a free
'spine fist' shooting attack as well.

Spore Cysts - (Fex only) when not in HTH, creature gets to produce a
'spore mine' in the shooting phase plus regular shooting attacks. Roll
1D6 - on a 6 creature takes 1 wound with no save. Spore starts in base
contact and drifts as per spore mine rules.

Symbiotic Rippers - each infested base adds +1 to unit size for
outnumbering in HTH.

Thornback - (Fex only) creature doubles the number of models it counts
as if on the winning side in HTH
(Ouchy - this could be truly brutal on an HTH tooled Fex in the right
situations.)

Toxic Miasma - foes attacked by / attacking creature with toxic miasma
suffer -1 to WS.

Tusked - creature gains +2 Attacks on charge instead of only +1.

Winged - creatures now are treated as 'jump infantry' in all respects.
(This seems like a serious improvement over the old rules that seriously
limited the Nid's ability to use cover and have flight ability.)

Now on to the Critters…


Tyrant: base cost 75 pts. Can buy bio-morphs by the metric butt-load.
There is apparently no limit on how many you can take from the options
listed so you can create a monster costing 200 - 300 points for a single
model fairly easily. (Winged option is limited to 0-1, and Winged
Tyrants may NOT take Tyrant Guard.) Gets 'the horror' and 'Synapse' for
free and can buy one additional psychic power.

Model - very nicely detailed as seen in the pictures. (The parts of the
main body look like they'll be easy to work with in terms of making
magnetic mounts for swappable arms.) The plastic weapons sprue is nice,
the weapons aren't really more detailed per say, but they have a more
menacing look to them which is nice. In addition, there are 4 of the
spine armor plates on the sprue. The one omission (which seriously
sucks in my opinion) is a complete lack of plastic rending claw arms on
the sprue. While they aren't a real value on a Tyrant or Carnie,
having them for use on Warriors or Raveners was ideal, and their
omission from the sprue is to me a serious gaff on GW's part since they
are still indeed an option for the afore mentioned units.

Tyrant Guard: still base cost 45 pts. Gets rending & talons standard.
Can drop the talons (and +1A) and take lash whip instead (which is a
nice nod to players with the older models - thank you GW for not hosing
us). Gone is the spine fist of 3rd Ed. (I never made much use of it
most games anyway, and I'm guessing most Nid players won't miss it all
that much.)

Model - still think the short gorilla look of the new models is goofy
when considering that it has to guard big tall Tyrants. (Seriously wish
that GW would have gone with the original models with a more 'up
armored' look as seen in one of the illustrations on their site.)

Brood Lord 0-1 HQ choice, base cost 70 points - may take retinue of 5 -
11 stealers. (Model has a BS skill while no options for shooting
weapons - ???) Lord may choose from a small list of bio-morphs. In
addition it gets - synapse, infiltrate, independent character, and
'Inhuman strength' - no armor saves (like monstrous creatures).

Model - still think this is one of *the least appealing models* of the
new range.

Warriors: Base cost 14 pts. They get their usual list of bio-morphs
(plus symbiotic rippers) and bio weapons. Broods can now take a either
a single V.C. or B.S. (and they do NOT count as a Hvy Support choice for
doing so.) In addition they can be fielded as HQ choices, or Fast
Attack if they take the 'winged' option. So, in theory one could field
8 broods (HQ x 2, Elites x 3, Fast Attack x 3) for a whopping total of
72 Warriors in a single force org chart. (I hesitate to think what the
points cost {much less model price} would be to field this.)

Model - same plastics from 3rd (which I like a lot more than the old 2nd
ed metals.)

Lictor: Base cost 80 pts. Model now has 2 wounds down from 3. Still
fielded as a single brood with 1-3 models that act independently. Comes
with talons and rending claws plus feeder tendrils and flesh hooks by
default. Gets 'Fearless' and 'Hit and Run' as per core rulebook.
'Secret Deployment' - model may deep strike into area terrain (and only
area terrain) regardless of mission. May assault on the turn it
deploys. 'Stealth' - model gets a 5+ cover save (from shooting) in the
open, and a bonus of +2 to any 'standard' cover saves as per terrain
type. 'Pheromone Trail' - Nid player gets to reroll one failed reserve
roll (per Lictor) per turn, even if the lictor(s) aren't in play.
(Reroll can't be applied to reserve rolls for the lectors themselves.)
Lictors can't claim objectives, hold quarters, etc.

(Even with all the special rules - I'm still dubious that lectors will
be worthwhile in most missions without reserves. The loss of a wound
makes them of dubious value in HTH since they only get their standard 5+
save rather than a 5+ cover save.)

Model - the new model is more appealing to me than the 3rd Ed model. I
still like the new model with the outstretched upper arms better than
the one with the upper arms all folded in.

Genestealer Brood: Base cost 16 pts per model. Comes with 'fleet of
claw' and 'Brood Telepathy' (i.e. not subject to the instinct behavior
rules). Stealers now have the option to choose from about 8 different
bio-morphs (including scuttlers a.k.a. 'scouts' option) giving the
stealers some new options. (Personally I'm still dubious about the
'extended carapace' {+1 save} option at 4 points on stealers as
virtually every shooty weapon worth mentioning is AP 5 or better, and 5+
save in HTH isn't all that great either.)

Models - Ok, here GW out does itself, and I'll have to take back (some
of) the negative comments I've had about the new stealer models. For
the record, I still dislike the dinky feet, and the H.R. Geiger rip-off
hands of the new models. The overly ribbed torso/spines don't do a lot
for me either. That being said, the new sprues are still pretty good.
One - they aren't all mono-pose (which I had feared they would be) like
the BFM boxed set. Two, they come with some nice options. There are
only 8 stealers (instead of 12 per box) but they get a good range of
extras. Each comes with 3 pairs of arms - regular hands, rending claws,
and a pair of scything talons. (Which means no more having to loot
gaunt sprues to model that option.) In addition they come with 9 heads -
4 standard, 1 each of the bio-morph heads (acid maw, implant, etc), and
a nifty 'stealer skull' complete with bullet hole for use as a trophy.
There are also armored should pads for each stealer along with the toxic
sacs, and a single 'spine fist' ripper per upgrades sprue. (I plan on
mixing in the spine rippers along with the regular ones since I'm using
a variety of rippers on my bases to begin with.)

All in all, while you get fewer models per box (not really surprised -
this is GW we're talking about) their options are a lot better than
their previous counterparts. And while they're not fantastic as far as
new minis go - they're a lot better than I feared they might be.

Gant Broods: Base 4 pts per model. They get their usual list of bio-
morphs along with 'scuttler'. They also get fleet of claw as well.
Plus they now come with choice of devourer, flesh borer, or spine fists
as standard weapons options. In general, they're now cheaper (points
wise) than they were before. Example - standard gant with F.B = 6
points, standard gant with toxin sacs and F.B. = 8 points (not bad for a
model with an S5 weapon). In addition they get have the optional
special rule "Without Number" - any brood where the base model costs 8
points or less, may but 'without number' for 3 pts. Once units 'without
number' are removed from play (i.e. completely annihilated - as opposed
to reduced to below 50% like the 3rd Ed scenario special rules) an exact
duplicate unit may be brought back on the board (at the player's own
table edge) at the beginning of the Nid player's next turn. They count
as separate units for victory points, etc.

** It's obvious that GW noticed a few things. Like gants were under
performing against a lot of other troop type units, and a lot fewer Nid
players were fielding them in any great numbers. Between the lower
cost, without number, and living ammo rules, and the new 'instinct
behavior' rules they've become a lot more attractive to field in large
numbers once again. Some folks / GW employees were pointing out that a
unit has to be completely gone before it's replaced via the 'without
number' rule, and recommended avoiding shooting the last of the unit.
As a Nid player, this is easily counter by simply charging the unit
forward. The other player has to make LD rolls not to shoot it if it's
the closest unit, and eventually they'll have to kill it if the unit
makes it into HTH (thus hopefully tying up a unit for a turn in the
process).

Models - nothing new here.

Gaunts: base cost 10 pts. They get the usual basic assortment of bio-
morphs (5 or 6) to choose from along with being classified as 'beasts'
for movement as well as the 'leaping' ability. Nothing has really
changed here - there's simply a new dynamic since gants now seem like a
viable troop choice.

Models - nothing new here either. Move along! Move along!

** Has anyone found the armor upgrade to be truly of value for the
points and worthwhile on either gants or gaunts?

Ripper Swarms: Base cost 10 pts a stand. Rippers count as 'Mindless'
(a.k.a. Fearless) and use the 'Swarms' rules as per the core rulebook.
As usual they can't claim objectives, etc. Among the usual bio-morphs
they do have the option to take 'spine fists', along with 'winged'. If
they take wings they count as fast attack choices.

Models - other than the 'new' plastic spine rippers on the Stealers
sprues, nothing new here either.

Raveners: Base cost 30 pts. Move as 'Beasts' per the core rules and
have 'Burrow' (i.e. deep strike) when missions allow it. They have the
choice of Talons x 2 or Rending & Talons. In addition they can buy
'internal thorax' ranged weapons - S.F., Dev., and D.S.

Model - the new models are metal and come with 3 pairs of talons. The
torso and base section are a bit better and look to be a lot easier to
stably mount on the round bases. The tail section lacks in variety, but
they've used a different design where the part joins the main body which
looks to provide a stronger joint. The heads are modeled after the
plastic warrior heads (and a bit of a pain as they've got a tab right at
the back of the armor ridge that's hard to remove without cutting off
part of the spine as well). The jaws are a separate bit with side
mandibles (think spiders or the Predator) and thus still a bit fiddly
like the original Ravener models. The models are also shorter than the
original Raveners, and the Talons are all smaller than the large set
included with the originals as well.

** I've got mixed feelings about this one - while I like the torso, tail
section, and over all detailing better, but the heads, the smaller
overall size, and the lack of rending claw bits aren't all that
appealing to me. Add in the fact I've got 3 of the originals armed with
'external' Devourers, and I'm not overjoyed at the thought of having to
possibly redo 3 already completed minis. And frankly, I wish these had
been done in plastic as well.

Gargoyles: Base cost 12 pts. Comes with flesh borer, and bio plasma.
They also have 'Wings', 'Fleet of', and 'Deep Strike' abilities.
(Nothing terribly new here - but with a high LD and the new 'deep
strike' rules, fielding large broods of gargoyles has also become a lot
more attractive.)

Models - same (expensive) all metal minis. This is another model that
would really benefit from being redone in plastic since it's intended to
sit on a thin (and fragile) plastic flight base.

Spore Mine Cluster: The Nids now have the option to purchase 1-3 mine
clusters consisting of 1-3 spore mines each as a fast attack slot
option. Cost varies by number and type of mines, and they can always
'deep strike' regardless of mission rules. Follows the new spore mine
rules.

Models - same 3rd Ed models.

Zoanthropes: Base cost 35 pts. Comes with 'Toxic Miasma' bio-morph and
'Warp Shield' by default. Has to buy one or two additional psychic
powers. As per 3rd Ed, they can't claim table quarters, hold
objectives, etc. (Now that warp shield includes an invulnerable save
and they can take 2 additional powers, they seem a bit more
attractive/function­al as well. I'm still not impressed with their
mediocre BS of 3.)

Model - I have no bones about saying how much I dislike the newest
version. 'Lets evolve an improved armored crest to protect the
oversized brain - while having exposed brain tissue bulge out the back
of the head. Wow, that's ingenious. 8 year old child, plus pointy
stick, plus side or rear of Zoan = dead Zoan. And of course there are
the oversized miasma vent spines on the back. Then we add the
craptacular 'I'm balancing on a random tyranid spine poking out of the
ground' base and you have the makings of a truly ho-hum model.

Biovore: Base cost 40 pts + spore mine cost. Well, the biovore rules
have been altered in a big way, as well as the spore mine rules.
They're still a 0-1 Hvy Support choice so the most you can have is 3
models in a single force org chart. In addition, they no longer operate
as independent models. They form a single unit and use the barrage
weapons rules (including the 'pinning' rules). And if I'm reading the
rules correctly, they can now only take a single type of spore mine per
mission instead of multiple types as in 3rd Edition. (It says all
biovores in a unit must have the same type of mine {singular} but
doesn't totally rule out multiple types. The implication is however
that only 1 type is allowed.) It also appears that the 'acid' spore
mines no longer use the flamer template, but rather the standard small
'blast' template like the other two types. Basically the biovore unit
fires a cluster of 1-3 mines. If I'm reading the codex information
correctly - then one roles for to hit / scatter as normal. If you hit
the target, you place a small blast template with the hole centered over
the target, and then roll with the scatter dice to see where exactly the
other blast templates end up touching the first. If you miss, place
the first spore mine where the scatter dice shows, and place any other
mines in base to base contact with the first one. The problem is the
movement and detonation rules could have been clarified a bit more.
The way I'm reading it, both individual mines and clusters drift using
the normal D6 inches + scatter dice rules. What they don't clarify
well, is whether 'mine clusters' drift as a single unit, or if they
scatter as individual mines after they land (for either the biovore
barrage or the mine cluster unit choice). The way it's described, it
sounds like they drift as a single unit, and if they detonate, they use
the standard 'barrage rules' for template placement (rather than say, 3
templates that are all right on top of one another). The mines
otherwise have much the same rules as 3rd Edition with the tweak that
when a single mine in a cluster is detonated for any reason, all of the
mines in a given cluster go off.

Model - same 'constipated' looking model from 3rd edition - not one of
my favorites.

Carnifex: Base cost 85 pts. This puppy gets just about every bio-morph
option in the book (except wings). And like the Tyrant there seems to
be few limits on how many bio-morphs it can take. (Certain combos like
multiple tail weapons are outlawed.) Which makes it perhaps more
customizable than even the warriors or the tyrant when it comes to
filling a specific role. Some of the options however run up to 25 or
30 points, so it can get to be a pricey bug really quickly. It gets
the 'Monstrous Creature' and 'Fearless' special rules for the core
rulebook, and the 'Shock Troops' rule where in games of 1500 pts or
more, if the Carnie costs less than 115 pts - it can be taken as an
Elites choice rather than a Hvy. Support choice. Thus (as rumored) one
could field as many as 6 of these in a single force Org chart.

Model - the shots of the sprues (and the fact it's all plastic) look to
make this one of the easiest 'big bugs' to assemble / convert /
customize. The fact that it looks great too doesn't hurt.


Well, from a general read - the codex looks as if for the most part
they've tried to correct deficiencies in the 3rd Ed list without making
the Nids the 'New Blud AnGleZ' or otherwise overdoing the cheese, while
still allowing players to create distinct lists. It's nice to see
they've put some effort into making some of the less useful units
actually worthwhile again. But I'm still not totally convinced that the
Lictor or Zoanthrope are worth their points, nor am I convinced that the
armor upgrade is worth it for the smaller bugs.

Hope this helps,

Myrmidon



--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."

-- Moramarth

RGMW FAQ: http://www.rgmw.org­

Or...

http://www.sheppard­.demon.co.uk/rgmw_fa­q/rgmw_faq.htm
Add comment
John Hwang 29 May 2005 08:18:39 permanent link ]
 Myrmidon wrote:> Well, since no one here on RGMW has as yet written a review of the > new Tyranids stuff, so I thought I'd throw out a quick one myself.

Good job on the review -- surprising nobody else comments.

--
--- John Hwang "JohnHwang...@cs.co­m.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny
Add comment
Myrmidon 29 May 2005 14:20:47 permanent link ]
 In article <zobme.2531$615.223­6@trnddc08>, John Hwang,
JohnHwangCSI@cs.com­.no.com Varfed out the following in Timo speak...> Myrmidon wrote:> > Well, since no one here on RGMW has as yet written a review of the > > new Tyranids stuff, so I thought I'd throw out a quick one myself.>
Good job on the review -- surprising nobody else comments.

Thanks. I was rather surprised too. The pleasing part about the
new codex is that it seems viable without being over the top. I'm
looking forward to trying it out. And the internal artwork is rather
sharp as well. (And on the duffus side - it looks even less complicated
than the previous addition codex in terms of making the file for Army
Builder, so hopefully they'll have it out in the typical 'one month's
time' after the codex itself hits the general market {July?}.)

Myr

--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."

-- Moramarth

RGMW FAQ: http://www.rgmw.org­

Or...

http://www.sheppard­.demon.co.uk/rgmw_fa­q/rgmw_faq.htm
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XYQE > General > [40K] New Nids Review 29 May 2005 14:20:47

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