40K 6th Edition Codex Rundown: Tyranids
July 25, 2012 by darrell
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The big bugs with 2+ armor are survivable in combat against power weapons, taking gaunts with devourers for overwatch, and Feel No Pain being like an invul save; but that’s about it as far as this new rulebook goes. My big box of bugs will sit collecting dust until a new codex comes out.
Poor tyranids. It looks like a long time picking up dust on the shelves for them. Dont have the book on me, but would haraddins (Flying monstrous creatures I think) be any addition?
I played already several games in the new edition, and Nids get competitive. Lot of Gargoyles and Flying MC, and some changes is shooting even psychic powers help You exchange those useless ones.
I think having lots of psychers and swapping out the Codex powers for Biomancy can be quite powerful. Played a game where the Swarmlord got the Iron Arm power and the Warp Speed powers, he was +D3 strength, initiative and attacks, fnp, eternal warrior. He killed.
The new Biomamcy powers are nice, I ended with my Tervigon having 9S 9T for a quite big part of the game and my Flying HT had Iron arm and he has also regeneration on its own. My opponent struggled 4 turns to take it down, and succeeded in the last 5th.
Also there’s a neat little trick you can play with the shrikes now (or winged Tyranid Warriors), ’cause since they are basically jump troopers, they get the hammer of wrath special rule, which is a free attack S4 at I10 usually with no AP. But since you can give these guys boneswords, this Attack (and the 4 attacks at I4) completely ignores armour saves and forces Leadership tests from your Multi-Wound models on 3d6 (50% chance of miss for Ld10) to not get instakilled. All in all I have seen these guys rip apart Grey Knight Paladins with little to… Read more »