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Hive defender hive warrior
Hive defender hive warrior









hive defender hive warrior

The units I feel took the biggest hits, for the most part, could still have a battlefield role if not for their substantially increased points costs. even if the rest of the army was lackluster (CS aside of course). that was just oppressive and all I got from my playgroup by double-shooting hive guard was eye rolls and "this is why I hate playing against nids".

hive defender hive warrior

but understand there are units that got hit. I can do other stuff now (and I can still include those units if I want, but they're not mandatory now) I was so used to swarmy+flyrants+devilgants+stealers+hiveguard as my base for every army. Zoans! There's just a lot to love, and has options to play models that I'd never considered before. Lower CP expenditures as has been mentioned (I'm super happy my malceptor isn't a 2 CP/turn sink anymore). Blanket upgrades to weapon skill for all our combat bugs. reliable non-variable shot/damage shooting. A Haruspex who doesn't run in with giant pillows on his arms. Swarmlord isn't just there for the double move something to slam into combat. The flyrant is still there as an option, and still good, but there's a reason to take a walkrant now - really like this. If crusher stampede remains legal (haven't seen anything that says it's not) this makes us even stronger, as everything barring hive guard + swarmlord move in CS has improved significantly.Ī walking tyrant being actually useful now is great. So much like most codexes that have been released, there's going to be some winners and some losers, but that doesn't overshadow the fact this is a BIG improvement over the previous dex. (I have a big squad of devilgants sitting there that I likely won't really have a use for - at least my stealers are still really good in GSC) Almost everything is an improvement, however if someone was really into using hive guard (in their current iteration), rippers, swarmy double move, genestealers and devilgants I can see some upset for certain. It has a great many options that I want to try out for certain.

hive defender hive warrior

Also I cannot think of any other 9th edition army that got to keep options for a unit not in the models' box, so that isn't a surprise either, and is very consistent with the direct GW has taken with all armies. Well to be fair, anyone who didn't think Tyrants weren't going to one per detachment was kidding themselves. As far as I can see, -nothing- is unplayable or bad, and are within a few points worth of changes to being decently good (except for Rippers - I dont know what happened there).įor sure, the variety and internal balance is better than the GSC codex by far, and people already consider the GSC codex as pretty damn good at internal balance.

hive defender hive warrior

They've dictated how they want you to play Tyranids. I'd like to point out that what GW has done is not dictate what they want you to -buy. At the end of the day, Tyranids are a generalist army with a lean towards biting and clawing faces off, with a variety of tools at their disposal in the form of tyranid bioforms rather than magical sparklies. They're supposed to lurk and skulk ahead of the Hive in the first place, are more durable than before for "holding" or "threatening" terrain via Infestation nodes, and can do respectable damage to most things they manage to get to. Likewise, Genestealers now forward deploying is a big niche we'd lost in 8th ed and I'm good for it. In this case, they're the "I'm going to hold central and bombard anything that gets near me" unit, and they get to ignore all hit modifiers if Synapse has eyes on them. HG being the most efficient shooting in the codex barr none is bad internal balance design - each having a specific niche is good design. The fact that their gun got turned into an elite killer meant to take out aggressive elements I think is fine. They've got a new rule that lets them count as 3x models each (making the unit count as an 18 model at full) makes them really good at holding home base objectives even as they lose guys (the only issue I see is them not having CORE, hence not having access to an Ob Sec ability to retain control of home base). Hive Guard have been and are always supposed to be just that - defenders of the Hive constructs. Can I just re-direct people's thinking? Most of the units in question that got "nerfed" are actually brought in line to an internal balance of unit roles and lore representation.











Hive defender hive warrior