How do we fix Tyranids?

What would you change to make them slightly less shit, and why?

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mediafire.com/file/wwfupmvjcp1nhfa/WH40K 6th ed Tyranid Codex (Fan Edition) V1.3 (just the rules).pdf
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scrap the current codex completely. start making new one using 4th edition codex as a base

So... is purchasing tyranids a mistake?

I just bought some zoanthropes because i like tyranids its my first models

They're widely considered to be one of the least competitive armies in the game.

Fuck what about necrons? Are necrons okay?

Yes, as they are widely considered one of the most overpowered armies. Like, game-breakingly overpowered.

Well you can switch over to Genestealer cults which are generally considered better then the Tyranids themselves despite fuck all sense in that, and use the Zoanthrope as an Ally of Convenience.

Time to purchase some necrons then!


But really is it possible to play tyranid and actually have an enjoyable game? Like without getting assfucked because everything else is so much stronger? I love the whole bio-horror aesthetic

As before, play Genetealer cults and use Tyranids as allies of Convenience if you wanna go with more competitive circles, but even with not even good rules you could play in more casual groups who are less optimize focused.

Yes absolutely.
There are a couple of pretty competitive Tyranid lists, but honestly if you are playing against friends and locals you can more-or-less run whatever nonsense you choose, as long as people aren't running 3riptide or greasy Knight formations or whatever.

Keep Crud away.

I play casually with friends and we all have fun. Win ratio is fairly equal between us and depends more on positioning than army/unit choice.

There's a few units to avoid. Haruspex, Pyrovore, Maleceptor, etc. because they're just so garbage, but most of the codex is usable.

they should have a detachment or something with a special rule that allows the entire army to move a certain number of inches towards one part of the table. a swarming tactic, or something along those lines, that gives the army some free movement to rush in.

one of the cool things about tyranids is they basically form an ocean of bodies that crashes into enemies like a tide

none of their rules suggest they ever do this.

if there was a special rule that let you move the entire army towards one part of the board, that would be great for moving a huge army forward and tying into the feeling that there's a huge wave of hungry bugs coming in.

In my experience, the lower the points the better. Bringing a Tervigon to a 500 point game is crazy

Give them a decurion
Make the Swarmlord's synapse also give Eternal Warrior
Make Trygon Primes Gargantuan Creatures again.

The ability to puke up squats in combat- perhaps as a sort of projectile.

They're going to release 8th edition soonish and there's a lot of speculation that they're going to make major changes. Just collect what you like and power levels will fluctuate as the game continues to develop and new codexs/rules get released.

>Tyranid Warriors T5
>Synapse creatures gain FNP, maybe FNP6+ instead
>Bring back many of the biomorphs they scrapped
>Carnifex dropped to 80-90 points
>Tyranid Prime dropped to 70 points
>Almost all MC reduced by 30 or so points
>Gaunts may purchase an upgrade that allows them "without number"
>Living ammo allows rerolls of 1 (fleshborer and devourer)
>Scything Talons allow rerolls of 1
>Hormagaunts are beasts
>Swarmlord has a fucking massive drop in points, swords become AP2
>Old one eye returns with his "on a 4+ he revives" and has FNP standard and 2+ save
>Hive tyrant and Carnifex may purchase 2+ save as an upgrade
>Pyrovore has torrent
>Genestealers either drop to 10-11 points or become buffed to GSC stealers
>Carnifex, haruspex and other CC monsters get WS4 with possible upgrades to 5
>IB is fine apart from "feed" rule
>When spore mines are killed with weapons, roll a D6 on a 6 they explode regardless (always S4)
>Maybe make tyranids have a buffing and offensive psychic chart, or the way eldar have dual psychic trees
>All Tyranids may decline challenges without penalty
>Make bio-artefacts decent and change the name "bio artefacts"

Perhaps lictors can only be snapshotted at on the turn they arrive, or the targets that shoot at them on their arrival turn do so at -1BS

(Oh my god that art is ugly)

Well, you'd have to fix 40k first.
But assuming the game and the other armies were a little bit better than they are now...

>Make synapse a feature and not a tax.
>Give warriors a reason to exist
>Make hormagaunts cheap enough they're actually worth playing
>Design infiltration units in a way that allows you to actually use them to disable dangerous ranged threats and allow the rest of the swarm to advance, instead of an easy-mode game of wack-a-mole for the opponent
>Make our melee specialists good enough to actually stand a chance against other factions' melee specialists
>Give us viable ways to protect important units from enemy fire. If they can't be tough enough to survive one round of direct fire from a unit with half their point value, they should at least be small and fast enough to use cover or be effectively screenable with cheaper units

>Swarmlord has a fucking massive drop in points, swords become AP2

If you mean the Swarmlord's swords, aren't they AP2 because he's an MC by default?

This.

Also modify their special characters to be more legit to take.

Not to mention giving back Carnifexes their insane versatility and the DISTRACTION CARNIFEX build.

>Maybe make tyranids have a buffing and offensive psychic chart, or the way eldar have dual psychic trees

This especially, it would make up for them losing access to biomancy.

Well fuck you, you're right. He needs to either be faster (add extra to charge range) or perhaps tougher, a 5+ invuln warp field save?

I wrote a codex back in 6th ed when they released the latest shit one due to how pissed off I was at GW's lack of care.

mediafire.com/file/wwfupmvjcp1nhfa/WH40K 6th ed Tyranid Codex (Fan Edition) V1.3 (just the rules).pdf

I then worked on the 6th ed rulebook and some of the other codexes but then ran out of steam.

>So... is purchasing tyranids a mistake?
Depends. Are you a consumer who is unhappy about the way Tyranids are right now and wish to do something about that? If so then yes. I would recommend buying second hand or recasts if that's the case. If not then feel free to buy them new or even directly from GW

Remove Swarmlord

This'll do

Will that include genestealer cults cause i looked at the gameplay of them and they look fucking amazing

>"Ugh, don't play [non-OP army], they're underpowered. Play [OP-army] instead or you won't have any fun."
>"God, everyone is such a WAAC faggot and only plays [OP-army] in this game."

>Veeky Forums is one person
Why do people do this

How retarded do you have to be

What? Whats the question here? 8th edition is coming soon, GSC are an army?

Nids are underpowered so if you are a WAAC player then they aren't for you, however I do believe you should always pick the army you like the lore and aesthetic of most

One thing is being a WAAC and one thing is picking an army you like because you like it and being roasted by anyone who plays anything barely competitively.

Get out

Cruddace please... Nobody, not even your mum wants your dim-witted ogryn ass polluting the place

What kind of fucking newfag defends the Swarmlord? This is a "fix Tyranids" thread, not a "suck Cruddace's dick for ruining Tyranids" thread.

Take 4th ed nids.

Add in all the gribbly stuff.

GIve everything a use.

Nerf its special rules/attributes a bit and lower its price.

Add customization out the ass. Like 2+ save carnifexes.

multiple force org charts to represent the different stages and kinds of invasion.

Entirely monstrous creature list should be valid.

So should 100% swarm.