Wednesday 18 August 2021

Hive Tyromancy


Tyranids are my favourite 40K faction and army there I've said it Scions now move on, and it doesn't take much to set me off moaning about how far the current codex has fallen behind the curve. But what's this? GW is teasing a xenos codex before Christmas, and their latest narrative drive is set in the Nid-infested Octarius sector?

Why, yes, I will speculate wildly about what I'd like to see in it, thank you!

Right Now

Poor old Nids. Power creep has left them a bit high and dry right now, they've slipped from a solid middle tier army to somewhere off the bottom. Briefly I'd say this is why:

  • Blast weapons wreck swarms
  • Can't handle armoured opponents easily
  • Very melee dependent but are somehow not as good as you'd hope

Now, I'm no meta-player or competition-goer, so all my analysis here needs to have that taken into account. But Nids are last in most current Meta-analyses of armies, based on how they do in tournaments. 

The plus side is that they're

  • A fun army to play with plenty of tricks, able to do well in all phases 
  • Fun to play against

That last one is particularly important. Mowing down droves of bugs as they attack you is a key part of many sci-fi films, and its a spectacle that most of us savour, even if we're on the receiving end of it from time to time. Nids go down easy enough that you usually feel like you're achieving something even if you lose to them, and Nid players both expect and encourage this by throwing swarms at their opponents. 

Whenever I use them at the moment, though, they seem to fold like a wet paper plate. I know that doesn't stop me losing to them in house matches! But it's a common complaint I hear from others too. The big match Stylus and I fought where over 4000 points of Nids lost to a Marine list 1000 points smaller is vary far from a rare occurrence. And okay, Marines are probably the extreme right now, they're in such a good place, but all the same it would be nice to feel like you could challenge them on an even footing. 

What to expect? Without going into the deepest possible dive, let's go through the Tyranids as they are now and have a look!


Hive Fleets


Kraken, with its super speed, and Kronos with its extra shooting and anti-psyker tricks are the current kings here. Jormungandr and Behemoth are a decent second tier (and I've got a soft spot for Jormungandr in particular). But the others? Or the build-a-bug make-your-own ones? They don't quite tempt.

So I'd expect some big shifts here to put everything roughly on par. It's not that any of them are super-bad, by the by, just that they all come with stipulations. Some suggestions:

  • Gorgon (reroll 1 to wound) makes you good at something you're already pretty decent at. Doing extra damage or extra AP would be more enticing. Maybe free toxin sacs? And a bonus to them if you already have them?
  • Hydra (reroll hits in melee if you outnumber) has the same problem - you're probably winning that fight already, and it doesn't help any of your lonely monsters at all. Hydra is the big swarm Hive Fleet, and most new codices are moving away from strats that let you bring a unit back in. Could they be an exception? Or do something really extreme, like a points discount on the first Troops unit you pick in a detachment?
  • Leviathan (6+ feel no pain if in synapse) is okay, I guess. But a 6+ feels kind of weedy in the days of regenerating Necrons or Irons Hands who have it all the time plus other bonuses. +1 attack while in Synapse range to give that massed charge feel, maybe?
  • Same goes for Behemoth (reroll charges) - feels like you need something else added in to sweeten the deal! 6s in melee score an extra hit whilst in Synapse is my offer. You're welcome.
While we're here, I reckon Synapse (always pass Morale) and Shadow in the Warp (-1 for enemy psykers casting) are both working well and don't need tweaking. But GW does it every single time Nids get a new codex, so I wouldn't be surprised if something changes. 

Each fleet having an extra army trait that only works in Synapse range wouldn't be a bad idea, and not dissimilar to the extra layers of army abilities that others have (looking hard at you, Marines). There's this thing in the fluff that you deal with Nids by killing off the Synapse creatures first, and in the game at the moment, you're probably better off murdering all the tiny frail troops first so that the boss bugs can be isolated and killed in peace. Reroll auras or fleet-specific synaptic boosts would be a good way of reversing that trend.

Traits, Adaptations and Relics

There's such a handful of stuff that really works in all this that I'm expecting a pretty big shake-up here. Taking a Warlord trait over a Hive Adaptation isn't generally worthwhile, with the standout exception of Resonance Barb. 

Whereas the Adaptations (introduced in Psychic Awakening) are great! They're generally fun to use, so they encourage experimenting, just like you'd hope. My favourite is making Armoured Genestealers for a Jormungandr list, which makes the poor bugs slower and more expensive but gives them a 3+ save that ignores ap -1&2. Who cares if you can't run and charge when they can soak firepower up like gravy?

Several of the newest codices have got similar options that now cost points, like the way Marines can soup up a Chaplain or other characters. So I think Adaptations will go the same way, staying more or less the same but being an upgrade system instead of a one-off boost. Basically turning them all into Biomorphs, is what I'm saying, because that system worked!

Anyway, Traits and Relics - I hope we see plenty of changes. Stuff that needs to satisfy a condition before switching on, like the Maw Claws of Thyrax or Adaptive Biology, can take a hike unless they drop their requirements. The Resonance Barb (cast an extra power, get +1 to cast) is the kind of level Relics should be at, something that's always on and always good. 

Tyranids don't have reroll auras from their leaders right now, something that kind of hurts an army who are controlled by aura-projecting monsters. Maybe some traits that give those as options could be looked at? 


Stratagems

Tyranids have plenty of working strats, particularly for fast movement and sneaky tricks. Great, keep all those. All the psychic awakening ones that were basically sticking plasters for unpopular units? Well, why not fold those into the actual unit data cards?

So I'm thinking things like the one that needed three units of Zooanthropes to perform a Psychic Barrage, or the awful awful awful reinforcements ones like Endless Swarm or Call the Brood, will be gone. 

As I said already, reinforcement strats seem to be leaving us, but I do kind of hold out that Tyranids, the premiere swarm army of 40K in the fluff, has a strong case for having some. Troops only, and they have to arrive from your own deployment zone, but let's see that Endless Swarm coming back. 


Psychic Powers

Nothing much wrong here! Along with the Shadow in the Warp, Tyranids can do a lot in the psychic phase, and that shouldn't change. Except for these suggestions:

  • Dominion would be more useful if it made the affected unit count as being in full Synapse for a turn rather than just ignoring the penalties for being out of it. That's something that could actually vie for Catalyst in a list. 
  • Paroxysm should make the affected unit Always Fight Last instead of removing Always Fights First, and might as well remove the option for Overwatch while we're there, it's a bit too niche otherwise. 


Units


Broadly, I reckon Tyranid units basically work as intended with a couple of exceptions. Those are the ones I'll cover below, the ones that don't work and need a bit of help. Otherwise, I would be very pleased if the new codex leaves the current datasheets more or less alone. The only army-wide change I'd hope for is this:

Make all monsters WS3+. 

Currently they're almost all WS4+. Yes, a Tyranid Carnifex hits with the skill of a humble guardsman. Does that seem right to you?

Now, look, one fix many people suggest is 'make them all cheaper so I can take more'. And yes, that could work. But more models on the table slows the game down, and all the latest GW tweaks seem to be pushing for quicker, faster games. So I have a hunch that the new codex, whenever it drops, will instead make what we have better instead. Weapon boosts, unit abilities and stats, that kind of thing. 


HQs

  • Neurothropes, Hive Tyrants, Broodlords - all good, don't change a thing. 
  • Tervigons - let them spawn units of 10 Termagants without paying the points for the reinforcements, and let them cast a second psychic power a turn. Knock the price back up if you have to, we'll happily pay it. It would make them properly scary again, rather than the weird lonely uncle nobody talks to at the wedding. 
  • Warrior Primes - are kind of great! But better if Warriors get a tweak, see below. 
  • Swarmlord could use a second pass?

Troops


  • Genestealers are great, when they don't get shot to bits. People say they're still too expensive, I'm not sure I agree - you just need to be aware they're going to get focus fired on hard and desperately hope they reach their target. What I find hard to swallow is their complex and useless infestation node rule (deep strike only within your own deployment zone plus it might get shut down? No thanks). Lose that and give them infiltrate or deep strike, like they do in GSC lists, then we're talking.
  • Gargoyles belong in this slot, not Fast Attack. They're flying termagants! With ObSec, they become worth their points because they're so fast. If they really aren't going to move up here, see my suggestions below. 
  • Warriors definitely need some extra punch. With boosts to power weapons and so on, I could see Bone Swords going up to D2 (eat it, Space Marines), Deathspitters getting more shots or strength, even their claws being higher ap. Could they have an extra wound? Maybe. Lasting a little longer would be a good boost to damage output, indirectly, they'd be causing problems for longer.


Elites


  • Fix the monster WS problem, then most of these are good choices. 
  • Lictors could hit harder, for my money - same kind of fixes as the Warrior weapons are called for here, with better ap or doing more damage. They could also use a plastic kit, for goodness' sakes. 

Fast Attack

  • Oh, Gargoyles again. If you're really going to leave them where they are, fix their gun. It used to be a spurty template thing, and if it was now like a mini-flamer, doing d3 hits at low strength (2 at the most, ap 0) but inflicting -1 to hit for a turn if any wounds are caused, then you have a proper nuisance unit. Otherwise they need to cost the same as Termagants, because that's how effective they are, speed aside. 
  • Spore Mines (and their bigger cousins) seem a tiny bit on the slow side for their points right now. Ditch the old Sporefield strat (which was overpriced for 3CPs anyway) and bake a 9" pre-game move into them as they drift ahead of the swarm, then you've got something to really keep the enemy off those midfield objectives in the early game.


Flyers


  • The Harpy and Crone are both cool models that die too fast to be worth their points. Will they get cheaper or tougher? Would WS 3+ help them be more threatening? Could they be candidates for some kind of synergy with Gargoyles? I'd give them all three. But I'm clearly biased. 
  • Crones could do worse than having their Tentaclids changed to be the same as Hive Guard Shock cannons, while we're here. Or more shots. They're a bit underwhelming right now.


Heavy Support

  • Biovores would be nice to have in plastic, as a dual kit with Pyrovores. They're good otherwise. 
  • Mawlocs don't do enough damage as they appear to be much use. I'd expect better odds of more damage, and better weapons in case they survive long enough to fight.
  • Carnifexes need that extra pip of WS more than anything. I know they get it on the charge now, but that's the only turn they last as a rule. Really hoping they get to keep it. 
  • Tyrannofexes are great, but the Fleshborer Hive is weaksauce compared to the other weapon options. Giving it ap -1 or S User would be nice, then you might see it used from time to time (and it looks great in the flesh). 
  • Seeing the Heirodules moved to this slot was great and really makes me want to get one. So, er, I don't think that's likely to change in the new codex. 
  • Sporocysts aren't worth paying CPs to take in a separate Fortification detachment. Move them to here instead. 


Dedicated Transport


Tyrannocytes are fine. Yeah, you pay a premium, but you do it to put pretty much anything you want almost anywhere on the field. Improve the weapon stats if you want, but these things are already decent. Never change, giant ball sacs of death.

Lords of War

Heirophant, Harridan, I have no problems with you because I could never afford you, you magnificent resin beasts with your ridiculously skinny legs and flyer bases that are a terrible accident waiting to happen. Forge world stuff generally, in fact - you want to pay that much money for a model, I say give it bonkers rules and have fun. 

But if the Orks are getting a plastic Lord of War option, I want one too. And I want it to be the Dominatrix. If you don't know it, it had a model in the days of Epic, and was sort of like a Hive Tyrant riding a pangolin, if the Hive Tyrant was a croissant.

See?

It's an outside bet, and if it was coming I think we'd already have seen previews. But here's hoping for a psychic Baneblade kit one day, if not this one.


Fortifications

Plastic terrain kits are pretty much a given for most armies these days. Hive chimneys or spawning pools are the obvious ones here, I reckon there's a very strong chance that something like these will be the obligatory new kit to go with the codex. To which I say hurrah, only psychically and with a great deal of insectile buzzing.


That's it! So the tl;dr is, as always, 'make them slightly better and cheaper and give us more kits'. The only thing that could make a new codex any better is that if the mystery Imperial one turns out to be for Guard and therefore Scions. Then my Christmas Budget would really be screwed. 

Update - Tyromancy, if you were wondering, is telling the future using cheese. I wrote all of this before Tuesday's teaser for what's coming in the new Octarius Battlezone book for Tyranids, I swear! I even rushed the publication date forward before anything else could prove me even wronger. 


2 comments:

  1. Awesome article! Some great, thought-out points, that just shows the scope and potential of the tyranids! Let’s hope the new codex gives us some cool new ways to play!

    ReplyDelete