![]() 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.
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