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The last edition of Codex: Tyranids allowed for all sorts of customisation in my Tyranid forces, but I always had trouble with a few things. My biggest trouble was with my favourite brood: Genestealers.
They were the first Citadel models I ever painted, and I love
pretty
much everything about them, from the background story to the actual
models. The rules in the old codex, though, rendered them fairly
slow for Tyranids and weak-armoured. Soon, I found my Genestealers
dying in droves as they crept across the table into enemy fire
lanes,
unless I was lucky enough to Infiltrate them. It didn't
take long for me to place my wonderful Genestealers back on my
shelf
rather than in my army carrying case. Poor guys!
I also had trouble with my Gargoyles in the last edition of the codex. Back then, you could only Deep Strike as many models as you could fit on a large blast template – which isn't a large number. Thus, again, I had to leave models that I really liked at home because the rules didn't work well for me. So what did I field? Lots of plastics at the start – tons of Warrior as Elites and HQ, and hopefully in too large a number to be killed off by Turn 2. I had swarms of Gaunts in all forms, and Rippers to soak up some shots. I kept my Biovores in the far rear to crank out Spore Mines that might help keep the enemy's head down. For heavy blasting, I used Zoanthropes. Plus, like most players, I had lots of Hive Node mutants to keep the non-Synapse Creatures in line. Obviously, these mutants were needed as the Synapse Creatures and other mid-sized members (Raveners especially) died very quickly. My goal was to avoid any one “shoot me first” unit in the army, like a Carnifex or Hive Tyrant, since enemy players could always pick out their Tyranid targets. Now, though, with the newly revised Codex: Tyranids and cool new models...whoa-boy! I'm going to risk sounding like too much of a fan-boy here (which I am at heart), but I am seriously energized to field my good ol' Tyranids once more! Of course, I can't overlook the Genestealers – easily the "Most-Improved Creature" all around. The new multipart models are a delight to assemble and paint with lots of different heads and even complete sets of scything talons and other bio-upgrades on each sprue. While the old plastic 'Stealers are still nice, they were beginning to show their age (at the time, they were the oldest plastic models still in active use). The new ones, with their separate arms, allow each modeller to create his own unique action pose. Plus, with all the leftover bitz, you can do some nice conversions on other models, too. I plan on fielding a couple dozen of these babies in most of my new armies. The revised Deep Strike rules now allow for bigger units to come into play, so Gargoyles are worth taking again. Fleshborers, with their Living Ammunition rule (in itself a great new addition), add to their worthiness as well. Synapse Creatures can now survive Instant Killing Wounds, so Raveners (which can also Deep Strike now) are more appealing. Zoanthropes can now have up to three powers, allowing me to make a Synapse Zoanthrope that also has another nasty power while forming less of the “one-trick pony” it could be before. I could go on here (hey, I can field Spore Mine Broods again and Deep Strike them to boot!), but I don't want to create panic, so I'll move on to my army concepts based on the new Tyranids. Stealers Rule! Speed Kills Of course, there are the traditional “a couple of everything”-style armies as well – always a classic approach, and they always do pretty well in games. The more things you take, the greater the odds your opponent will forget a special rule or two and pay for it in the game. Of course, that also works in the other direction too, so study your new Codex: Tyranids carefully! Now I have a new problem: there isn't a single unit in the new Tyranids that I don't want in my army. Choosing my forces will be a lot more difficult, so I’ll probably be playing more “themed” armies like the first one listed above. Themes create a selection mechanism and create an army that’s appealing. Next: Shaun Clough's Take on the New Tyranids
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