CORRECTIONS: - Melee warriors have damage 1 attacks , not damage 2 as I said. My error there. Still pretty good threat against infantry units! - Norn assimilator DOES have synapse (just not the invulnerable and MW defence)
Love the video and ranks but one small additional correction the tfex ability does not allow you to make the damage 0 on a failed save You have to make the damage of an attack that is allocated to it 0 which is before you roll your save unfortunately
@@ianjohnson1912 Incorrect, according to the latest balance dataslate, any rules affecting stratagem cost that don't target a specific stratagem can only target battle tactic stratagems.
Firstly, Merry Christmas all! I hope things change in the January balance pass. I'd like the Hive Guard to be balanced again. I feel like they've paid for their sins now. The Tyrannofex really needs to go down in points. At least then I'll know my Rupture Cannon is whiffing everything as efficiently as possible.
Strengths: Some units have strong objective scoring systems with little counter-play Weaknesses: bad attacks, bad strength, bad AP, bad damage, bad range, bad defense, bad synergy, bad leaders, bad points, bad sub-factions, bad codex, first codex, and - last but not least - the eternal and extremely personal enmity of Robin Cruddace, one of the heads of GW.
I’ve always liked being a nids player. This is the first time I’ve actually gotten so bored playing them, they don’t feel like horrific monsters from beyond.
Got myself some wins lately, even took 2nd place in a local tournament with a lictor list (1000 points) All I needed was to abandon the concept of killing stuff, and embrace scoring primaries and secondaries
It's both funny and kinda sad to see that the impaler cannon has fallen from being the terror weapon of Warzone Octarius a couple years ago to just a kinda weak breeze in early 10th.
I think the WR and general consensus on Nids' is skewed downward by horror stories from their large new player base. Positioning, target priority, etc are all much more important for the army than it might seem on the surface. A tactical hivemind rather than an unstoppable object, in both a positive and a negative sense; sometimes I just want to turn my brain off and smash things instead of agonizing over synaptic imperatives and properly screening with gaunts. That said, Biovore mine-scoring needs to be axed so the army isn't resting on literally one unit (I refuse to use it in games until they do), and many of the larger monsters need sweeping buffs. The Timmys need to be thrown a bone.
I feel like Tyrant Guard are better to run with the Neurotyrant than the Hive Tyrant. Especially since the Neuro gives them +1 to hit and +1 to wound if the target is Battle-shocked, which can really boost their damage output.
My Tyranids generally seem pretty weak vs the people I play against. Maybe it's because I play against dudes who play power lists and I just like to field a bunch of random stuff I think is cool. I actually won the last game I played by a fair bit by burning control points, and yet I didn't kill anything all game and only avoided being tabled by running away and using cover. Felt bad, tbh.
Idk that is actually how I play, very much list by cool first and what I wished was as powerful as it looked. Compared to those with meta list or list prepared to face my armies not I can't put together a list like that just play the rule of cool first.
I've always picked Tyrannids for how cool they look first, and how effective they are second. Good thing for me Gargoyles, Zoanthropes and Neurotyrants happen to be pretty effective!
We really have to choose between speed, durability and damage output. Damage being kinda weak overall. Even the Norn Emissary doesn't do enough damage. Nids really have to play tricksy in 10th. But I personally like that.
@@maxreis9534 It's a weird feel for an army which is supposed to be a nearly-unstoppable threat to have to avoid Dreadnoughts and Land Raiders and sneakily occupy objectives instead, but that's where we are.
The assimilator still has synapse, its main loss over taking an emissary is the 4++ and 4+++ to mortals. The increase in melee threat is quite huge though. Hoping he comes down like 50 points or so.
I read too often something like 'low damage output'. And that's it, nids are just not killy enough to be played more offensive and other than lurking around hoping for secondaries.
So from my understanding based on your video one of the major weaknesses of the Tyranid faction is that they need better anti-tank cause it sounds like from your discriptions that the few units (tyrannophex and Norn Assimilator) that are somewhat good at taking out vehicles are really pricey in points and have other problems in addition.
"durability isn't as bad as it used to be" what do you mean? they save on 5s, they literally die to a slow breeze. "oh but 2 wounds" doesn't mean shit when you fail every save bc you always save on 5s(4s with cover against ap0 only). Gene stealers are super cool but theyre bottom tier until they get a points cut.
I've found that genestealers are an overcosted tax to ferry the broodlord. In invasion he can do some real work but the price you pay for the blob is far too high when you consider what other armies get for the points.
I feel like Tyranids have to play too tactically to win, as opposed to attempting to table the enemy like they should. For many other factions the objectives are likely more important fluff-wise, but for the bugs it's all food and various ways of directly attacking that food.
tbh, I think it's cool that spacemarines are straight forward and simple while tyranids are dynamic and require a warplan! Makes it a fun game where the goal isn't just to roll dice harder than the other guy.
@@ianchapoy9617 What warplan?? Lmao, you just shoot a spore mine, score your fixed objectives and try not to die in the process. The warplan is to hide and let the slug unit do the work.
@@bugmanzgaming9054 I don't think a faction having their already low win-rate artificially propped up by one cheese strat is healthy for either it's appeal or viability, let alone the fact that 'Nids are supposed to be both aggressive and adaptive, which this one certainly isn't either of. Anyone who figures out how to negate the Biovore basically wins against them, especially now their other four meta-competitive units have all just been nerfed.
Unless something was changed recently melee warriors are damage 1 ap2 twin linked. They're also great in Vanguard Onslaught with a Winged Prime leading them as they get advance/fall back and charge.
Great list. Thanks. I respectfully take issue with the genestealers being a 7/10. Since they lost their full re-rolls, i think they are 5/10 at best. Unless they kill the unit they charge, they will get pasted on the counterattack or, in the next turn, with luck rolls. 2W i thought would be more of a help than it was because of the damage other armies have. Plus, they are WAY over-costed. But thanks! Happy Christmas!
@@ashleyharris4114 I have read it, but I still find this rating for the unit itself very incomprehensible. For me, I understand that the Carnifex doesn't really exist without OoE.
in an invasion swarm vs a knights army, carnifexes without old one eye are still one of the best damage dealers per point. they're only behind haruspexes, OOE+carnifexes, and OOE by itself. carnifexes without OOE are more efficient than the hierodules, norn assimilator, zoanthropes, and everything else. i know it's a pretty specific example, but they do great work vs vehicles in general.
I would put Termagants a tier above Hormagaunts. If you want a bunch of bodies to sit in the midfield and tapdance around the objectives, go Termagants. If you want something fast to go harass your opponent and do all kinds of shenanigans, go Gargoyles. They don't really have a role that isn't done better and cheaper elsewhere. If you wanted to spam them, you might as well just go Vanguard Invader and have an entire army that advances and charges.
In the whole list I notice we miss anything to deal with big tough targets. We have the Assimilator, but it isn´t tough enough and melee. We have carnifexes with crab claws, but again melee and not durable enough. We have the Tyranofex for ranged fire, but it is too expensive for what it does. We lack damage and durability for a reasonable price. 😅 Let´s hope the balance patch will correct the unfavourable codex we had in 10th.
Read some of the comments and the biggest change for nids players from 9th is to be much more reliant on careful planning and usually you dont have the intent to nobrain autoslay lists. Ive recently starting playing them and its more of a utility army bcs they dont have any crazy table your opponent mechanics/units and rely heavily on the tactical aspect. In 9th they were more of a no brainer army and now you need a proper understanding of the units to outplay your opponent tactically. Our best damage outputs are against heavy infantry with exocrines and tank busters with zoanthropes. You play nids more as toolbox army, that rewards you greatly for understanding the key strategic aspects of 10th. If you want a no brain army i would highly recommend another army to play. Imo the best subfactions on paper is vanguard invader and invasion fleet. Synaptic nexus is also good but it has worse enhancements and only 1 strat you love to spam. Its a really fun army to bite your teeth in but you need some practice before you get the rewards for playing them honestly. Damage Output: 6-7/10 Defence: 6 overall 8 if u play vanguard and go all in on sneaky play Utility: 9 Complexity: 8,5 Shadow in the warp is really good when it goes your way and you plan it accordingly but its a real shit tier army rule if used incorrectly.
im sure someone said this and is know already but it wasn't mentioned, rippers and pyrovores have the harvester keyword too, allowing a 20pt ripper (or 35 for pyros) model to regen d3 wounds or regen a whole model in a unit or a few for endless multitude. having healers for this cheap is insane.
Shouldn’t change the rankings much, especially since assimilation swarm is not ‘meta’, but it is of note that all the ‘big’ infantry like tyrant guard, zoanthropes, venomthropes, etc. can have a whole model resurrected each time the detachment ability goes off in assimilation swarm which is usually much better than the alternative options. A single ripper swarm hiding in a big group of tyrantguard or zoanthropes on an objective can add a lot more durability than most people are expecting
My Bugs have very little chance against vehicle spam lists... Which continues to get worse as armies get more options. Also, no offense sir, but Zoanthropes never perform like an 8/10 for me usually landing a single shot before mowed down by heavy bolters.
In a meta with a bunch of powerful damage 3 weapons zoanthropes do not last long at all, even with a 4++. And their effectiveness is dramatically reduced as they get plinked off.
Every time I use the Tyrannofex with the rupture cannon, I typically don't get less than 7 damage when getting a single hit through, but when both hit, I average 20-24
Some of these ratings are weird. The parasite hasn't seen play since the beginning of 10th ed, and it's because it cannot do anything. Tyrant Guard the same, plus they make the Hive Tyrants easier to kill. Termagants are 7/10, but I don't understand why. Their profiles are those of average guardsmen, they do not get any kind of auto regeneration mechanic like other small chaff in other codexes, they do not get special weapons that can do all that much, and they are literally bodies for the opponent to go through without being able to do that much. Carnifexes at 7/10 is an absolute insult. They need a 140 point character to make them even remotely worth taking. I get a sense that AT seems to think that the Tyranids are doing fine while the 'nids have been hovering at the 45% win rate for the last month, dipping down to 42% last week. And those numbers are mostly held up by the biovore.
It's very sad that the best tyranids units be shooting units and not melee units. I'm going to test swarmlord in Invasion Fleet and test his durability with 5+ FNP. Broodlord and genestealers combination is a great glasscannon but very expensive.
To sum up, Tyranids are very weak overall. - They don't hit hard. - They aren't durable. - The don't have the best shooting - They don't have the best melee - They rely on a VERY unreliable Battleshock mechanic. The only thing they're strong at is secondaries. Which tends not matter when you're dead on T3
For the deathleaper I'd say the cape is negative. Toxicrene further negativeness: it takes thrice the space than its base size, thanks to those tentacle moustaches.
I really loathe how GW constantly takes a dump on Tyranids. Armies like Eldar are consistently strong throughout editions, with many units being really good and multiple viable army lists. Meanwhile, for a long time Tyranids have been “okay” with one or two really good lists. You either play those lists or get dunked on.
@@mattfantastic9969 do you play tournaments or are you talking about local casual meta? Because historically Nids have been mid tier and whenever they DID win tournaments, they’re all the same list or small variations of such, but piloted by different people. This tells you that, unlike armies like Space Marines for example, you’re forced into a list because of the shortcomings of the Codex.
Compare any of our monsters to guard tanks and you'll see just how much we're being punished for the sins of crusher in 9th. I've consistently had trygons pop up and tag tanks in turn 2 only to get locked up in combat until the end of the game. I've had opponents say "they're not anti-tank though" which I don't dispute - but then what else do we have that is anti-tank? They're str 9 like a lot of our big monsters and you'd think 12 attacks would be enough to do some damage... but the -2AP in a meta where so many vehicles have 2+ saves is the nail in the coffin
I'm going to push back against the doom and gloom in the comments here. SOMEBODY has to have "below average" damage because of how averages work. Half the codexes are going to be below the average, roughly, and most will be close to average, only a few books will have standout "high damage" as an advantage. Overall I think Tyranid damage is *mostly* acceptable, and I don't find it hard to win games with them where I kill plenty of enemy units. I'm rarely tabling anyone, but I have an 82% winrate across 28 games so far since the codex. It can be done. Bring a pair of Exocrines, one big squad of Zoanthropes, and some Genestealers in Invasion Fleet and you can punch up into big targets just fine.
Thank you sir, everybody hates eldar because their dmg is OP but it’s only because they don’t play them. Tyranids being a tactical and scorer faction in this edition is a fact, complaining about it endlessly on the internet is not going to change it. We will get some point cuts because our WR is low specially if they fix the OC0 units scoring secondaries; but profiles are written in the codex. If it bothers you so much you can go play eldar and get automatic dev wounds against everything. Very rewarding indeed.
On another note, am I the only one who is surprised that the killzone: Bheta-Decima sold out within an hour? I'm gonna start playing Kill team this season (never tried it before) and I never thought a set of terrain would sell out like that. Especially a set that people seemed to think was "meh" before it arrived. :p
Nid warriors in vanguard with the winged prime are nids best mele dps.... also 'not fast' they are faster than stealers as you can buny hop with the winged prime, getting them to 9" + advance+charge.
carnifexes are 3/10.. they are sadly just unplayable.. they do nothing.. maybe at 90 pts per model they would see some play.. haruspex vs 1 carnifex comparing them, a carnifex does nothing.. and haruspex is only bearly okay at the cost he is at, we just dont have anything that is better.. to make the screamer killer playble, he cant be more than 135 pts. Toxicrene same thing.. he should cost exactly the same as a haruspex, maybe less. psychophage gets an achievement unlocked for managing to be even worse than a carnifex.. I dont know if I would play him at even 90pts. the 6+ fnp rarely matter and otherwise he literally does nothing.. if the tyrannofex was 180 pts and I could only take him or a maleceptor, I 100% would always choose the maleceptor.. that says alot about the tyranno.. MAYBE at 170 I would consider one.. but probably not, he is "just" tanky, but not even tanky enough and his damage is a joke. norn are also just unplayable for the cost... they are tanky yes, and thats it, they pose no thread and can just be ignored. maybe at 220 pts they can be used.. and all the character monsters are also redicously costed for what they do. Overall tyrand monster are just all hilariously overcosted for the damage they do.. its just not worth it... and overall having a million little guys is more tanky than just a bunch of overcosted monsters that dont do anything or have a single useful damage dealer, the haruspex, which sadly just dies to a single round of an anti tank shooting before he even gets there. a bunch of these things need to drop 50+pts to be useful. something like the swarmlord, literally needs to drop 100pts to make sense.. otherwise we will keep playing swarm and vanguard.. and dont do any damage at all (which is not fun) but the only way we can win by doing missions and not letting the opponent play (which is also not fun for them).
Carnifexes will only shine when paired with old one eye. Psychophage may seem kinda weak but is not bad - I thought the same as you for a long time - very tanky, can easily block paths and lock targers (which is big since we're playing for points here), with good placement fnp aura for trash units can really make the difference and make it harder for enemy player to plan shooting properly. Situationally the anti-psyker meele crits on 4+ can be really busted - playing against 10k sons made this mediocre unit munch on buffed up terminator squad like a pack of crackers, the opponent was completely surprised and thrown out of balance.
@@aaronnunavabizniz199 wait what? what are you even saying? what does any of this have to do with skill? points cost and datasheets have nothing to do with skill. there is no skill involved with almost every army beeing able to just shoot down your big monsters before they arrive anywhere because they have bad saves, and it also has nothing to do with low skill when your big monster then also dont do damage.. its not skill, its math.. and the math for these big monster is just terrible for the cost. why is a tyrannofex over 200pts and deals no damage while a war dog brigand is 160pts and can kill it in one go and is often times more tanky and faster. why is a screamer killer 170 pts with T9 and 8" move for a melee monster, while a wardog karnivore has M14" T10 AND a 5++ vs range while also having anti tank attacks, anti elite attacks AND anti trash attacks and all that for 30 pts less? a screamer kill just dies bevore he gets anywhere and is then only good to kill elites and light vehicles, and all that for just 4 attacks more that still only hit on 3 though, so its like 2-3 attacks more IF he even gets there. Tyranid monsters just compare SO SO poorly vs alot of other stuff in the game for the points they cost.
I cant be the only person to say, the Psycophage has 10 wounds, not 15... looking at the codex? Also, great Vid yet again, love tour content and thanks for helping me be a better player
Probably shouldn't have written it that way, but that's it's 'effective' durability accounting for the FNP - on average you have to shoot through 15W worth of monster to bring it down
CORRECTIONS:
- Melee warriors have damage 1 attacks , not damage 2 as I said. My error there. Still pretty good threat against infantry units!
- Norn assimilator DOES have synapse (just not the invulnerable and MW defence)
Love the video and ranks but one small additional correction the tfex ability does not allow you to make the damage 0 on a failed save
You have to make the damage of an attack that is allocated to it 0 which is before you roll your save unfortunately
Additional correction: Neurogaunts aren't Battleline.
@@logandooley4426 and you also allocate attacks before you roll to hit
Also Swarmlord doesn't just increase the cost of a battle tactic, it's any stratagem
@@ianjohnson1912 Incorrect, according to the latest balance dataslate, any rules affecting stratagem cost that don't target a specific stratagem can only target battle tactic stratagems.
BATTLE LINE
0:50 Termagants
2:38 Hormagaunts
3:47 Gargoyles
5:21 Neurogaunts
INFANTERY AND SWARMS
6:28 Rippers
7:29 Tyranid warriors melee weapons
8:56 Tyranid warriors ranged weapons
9:49 Genestelers
11:27 Raveners
12:40 Biovores
14:00 Pyrovores
15:26 Barbagaunts
16:42 Hive guard
17:44 Tyranit guard
19:18 Spore mines + Mucolid Spore
20:38 Venomthropes
21:52 Zoanthropes
23:30 Von Ryan Leapers
LONE-OPERATIVE INFANTERY
24:52 Lictor
26:26 Neurolictor
27:58 Deathleaper
29:03 Parasite of Mortrex
MONSTERS
30:14 Carnifexes
31:26 Old One Eye
32:38 Screamer Killer
33:36 Haruspex
34:47 Maleceptor
36:03 Toxicrene
37:10 Psychophage
38:37 Mawloc
39:35 Trygon
40:46 Exocrine
41:45 Tyrannofex
43:12 Norn Emisary
44:51 Norn Assimilator
45:48 Sporocyst
47:13 Tyrannocyte
48:35 Harpy
49:39 Hive Crone
CHARACTERS
50:21 Hive Tyrant
52:27 Hive Tyrant with Wings
54:01 Tervigon
55:33 Neurotyrant
57:08 Swarmlord
58:53 Winged Prime
1:00:18 Broodlord
1:01:32 Forge World Units
Thx man for putting in the effort
I hope both sides of your pillow are cold tonight
Thanks 😊
Doing gods work there!
Firstly, Merry Christmas all!
I hope things change in the January balance pass.
I'd like the Hive Guard to be balanced again. I feel like they've paid for their sins now.
The Tyrannofex really needs to go down in points. At least then I'll know my Rupture Cannon is whiffing everything as efficiently as possible.
10th might be tough for nids as a lot of these units had a “low damage” as a downside and they already have a codex released…
Strengths: Some units have strong objective scoring systems with little counter-play
Weaknesses: bad attacks, bad strength, bad AP, bad damage, bad range, bad defense, bad synergy, bad leaders, bad points, bad sub-factions, bad codex, first codex, and - last but not least - the eternal and extremely personal enmity of Robin Cruddace, one of the heads of GW.
pretty spot on
Sounds about right, yep.
Another Strength, though: they look cool AF
I’ve always liked being a nids player.
This is the first time I’ve actually gotten so bored playing them, they don’t feel like horrific monsters from beyond.
Got myself some wins lately, even took 2nd place in a local tournament with a lictor list (1000 points)
All I needed was to abandon the concept of killing stuff, and embrace scoring primaries and secondaries
That is how I've won games, ignored the tougher bigger units and score on primary and secondaries
It's disappointing to play like this for the Tyranids
@@Dunkan-3 yeah
@@Dunkan-3i enjoy it
Welcome to the Guard.@@Dunkan-3
It's both funny and kinda sad to see that the impaler cannon has fallen from being the terror weapon of Warzone Octarius a couple years ago to just a kinda weak breeze in early 10th.
Genestealers with the broodlord can cut tanks in half. And by that i mean physically, not in terms of wounds.
I think the WR and general consensus on Nids' is skewed downward by horror stories from their large new player base. Positioning, target priority, etc are all much more important for the army than it might seem on the surface. A tactical hivemind rather than an unstoppable object, in both a positive and a negative sense; sometimes I just want to turn my brain off and smash things instead of agonizing over synaptic imperatives and properly screening with gaunts. That said, Biovore mine-scoring needs to be axed so the army isn't resting on literally one unit (I refuse to use it in games until they do), and many of the larger monsters need sweeping buffs. The Timmys need to be thrown a bone.
Horde/Johnny is not a fun combination for those that aren't a hive mind
Here’s me hoping GW reverts the nerfs on the Tyrannofex
Hehe destroyer cannon go BRRRTT
@@lionpridedivisionyt1388 acid spray + overwatch= no more crons
I am just hoping for a decent points drop. Going from 200pts to 245pts is seriously excessive.
What's the nerf again? 🤔
What were the nurfs?
I feel like Tyrant Guard are better to run with the Neurotyrant than the Hive Tyrant. Especially since the Neuro gives them +1 to hit and +1 to wound if the target is Battle-shocked, which can really boost their damage output.
My Tyranids generally seem pretty weak vs the people I play against. Maybe it's because I play against dudes who play power lists and I just like to field a bunch of random stuff I think is cool.
I actually won the last game I played by a fair bit by burning control points, and yet I didn't kill anything all game and only avoided being tabled by running away and using cover. Felt bad, tbh.
That's just how Tyranids are right now. We have really bad damage.
Idk that is actually how I play, very much list by cool first and what I wished was as powerful as it looked. Compared to those with meta list or list prepared to face my armies not I can't put together a list like that just play the rule of cool first.
I've always picked Tyrannids for how cool they look first, and how effective they are second. Good thing for me Gargoyles, Zoanthropes and Neurotyrants happen to be pretty effective!
We really have to choose between speed, durability and damage output. Damage being kinda weak overall. Even the Norn Emissary doesn't do enough damage. Nids really have to play tricksy in 10th. But I personally like that.
@@maxreis9534 It's a weird feel for an army which is supposed to be a nearly-unstoppable threat to have to avoid Dreadnoughts and Land Raiders and sneakily occupy objectives instead, but that's where we are.
The assimilator still has synapse, its main loss over taking an emissary is the 4++ and 4+++ to mortals. The increase in melee threat is quite huge though. Hoping he comes down like 50 points or so.
the points increases to the T-fex, Norns, Tyrants and Swarmlord baffles me since the dataslate. Why the hell did they do that?
to give the SM codex every chance !
Doesn't make much sense, since all those models were decidedly mid even before the point bumps.
I read too often something like 'low damage output'. And that's it, nids are just not killy enough to be played more offensive and other than lurking around hoping for secondaries.
Early codex syndrome really hurt nids for 10th. Hoping they nerf spore mine scoring to show how badly they need help other than points drops.
So from my understanding based on your video one of the major weaknesses of the Tyranid faction is that they need better anti-tank cause it sounds like from your discriptions that the few units (tyrannophex and Norn Assimilator) that are somewhat good at taking out vehicles are really pricey in points and have other problems in addition.
I love running 2 emissaries with old one eye with 2 carnifexs or a tervagon with 30 termagants. It locks down 3 objectives for a few turns.
The melee warriors are damage 1, not 2. Which quite really sucks
"durability isn't as bad as it used to be" what do you mean? they save on 5s, they literally die to a slow breeze. "oh but 2 wounds" doesn't mean shit when you fail every save bc you always save on 5s(4s with cover against ap0 only). Gene stealers are super cool but theyre bottom tier until they get a points cut.
I've found that genestealers are an overcosted tax to ferry the broodlord. In invasion he can do some real work but the price you pay for the blob is far too high when you consider what other armies get for the points.
@@deleted4577 I completely agree
Remeber when the psychophage actually threatened psycher units?
I feel like Tyranids have to play too tactically to win, as opposed to attempting to table the enemy like they should. For many other factions the objectives are likely more important fluff-wise, but for the bugs it's all food and various ways of directly attacking that food.
tbh, I think it's cool that spacemarines are straight forward and simple while tyranids are dynamic and require a warplan! Makes it a fun game where the goal isn't just to roll dice harder than the other guy.
@@ianchapoy9617 What warplan?? Lmao, you just shoot a spore mine, score your fixed objectives and try not to die in the process. The warplan is to hide and let the slug unit do the work.
@@bugmanzgaming9054 I don't think a faction having their already low win-rate artificially propped up by one cheese strat is healthy for either it's appeal or viability, let alone the fact that 'Nids are supposed to be both aggressive and adaptive, which this one certainly isn't either of.
Anyone who figures out how to negate the Biovore basically wins against them, especially now their other four meta-competitive units have all just been nerfed.
AT takes no breaks, not even for holidays. Thank you, sir!
Love these breakdowns.
Unless something was changed recently melee warriors are damage 1 ap2 twin linked. They're also great in Vanguard Onslaught with a Winged Prime leading them as they get advance/fall back and charge.
Fashionable bio cape
Great list. Thanks. I respectfully take issue with the genestealers being a 7/10. Since they lost their full re-rolls, i think they are 5/10 at best. Unless they kill the unit they charge, they will get pasted on the counterattack or, in the next turn, with luck rolls. 2W i thought would be more of a help than it was because of the damage other armies have. Plus, they are WAY over-costed.
But thanks! Happy Christmas!
Broodlord and a stratagem to get lethals on 5s makes them really killy. I've had a group kill a stompa on turn 1.
@@aaronnunavabizniz199 oh nice!
Since seeing this one today, merry christmas auspex and y'all 🎄🎇
In this case the ratings have been given very generously, e.g. Carnifex are absolutely useless without OoE.
The rating given to the Carnifex's is taking into consideration that they have Old One-Eye included, as was per his explanation.
@@ashleyharris4114 I have read it, but I still find this rating for the unit itself very incomprehensible. For me, I understand that the Carnifex doesn't really exist without OoE.
in an invasion swarm vs a knights army, carnifexes without old one eye are still one of the best damage dealers per point. they're only behind haruspexes, OOE+carnifexes, and OOE by itself. carnifexes without OOE are more efficient than the hierodules, norn assimilator, zoanthropes, and everything else.
i know it's a pretty specific example, but they do great work vs vehicles in general.
I would put Termagants a tier above Hormagaunts. If you want a bunch of bodies to sit in the midfield and tapdance around the objectives, go Termagants. If you want something fast to go harass your opponent and do all kinds of shenanigans, go Gargoyles. They don't really have a role that isn't done better and cheaper elsewhere. If you wanted to spam them, you might as well just go Vanguard Invader and have an entire army that advances and charges.
great video, these videos are great for me as a new 40k player to get a general idea of what does what and how it ranks.
its main weakness is gw
Termsgants are my favorite unit for my chainswords
In the whole list I notice we miss anything to deal with big tough targets.
We have the Assimilator, but it isn´t tough enough and melee.
We have carnifexes with crab claws, but again melee and not durable enough.
We have the Tyranofex for ranged fire, but it is too expensive for what it does.
We lack damage and durability for a reasonable price. 😅
Let´s hope the balance patch will correct the unfavourable codex we had in 10th.
I wish my warriors deals 2 dmage, but they only do one auspex!!
The Tyranid even with a codex is disappointing 😑
Same as ad mech utter crap
Read some of the comments and the biggest change for nids players from 9th is to be much more reliant on careful planning and usually you dont have the intent to nobrain autoslay lists. Ive recently starting playing them and its more of a utility army bcs they dont have any crazy table your opponent mechanics/units and rely heavily on the tactical aspect. In 9th they were more of a no brainer army and now you need a proper understanding of the units to outplay your opponent tactically.
Our best damage outputs are against heavy infantry with exocrines and tank busters with zoanthropes. You play nids more as toolbox army, that rewards you greatly for understanding the key strategic aspects of 10th. If you want a no brain army i would highly recommend another army to play.
Imo the best subfactions on paper is vanguard invader and invasion fleet. Synaptic nexus is also good but it has worse enhancements and only 1 strat you love to spam.
Its a really fun army to bite your teeth in but you need some practice before you get the rewards for playing them honestly.
Damage Output: 6-7/10
Defence: 6 overall 8 if u play vanguard and go all in on sneaky play
Utility: 9
Complexity: 8,5
Shadow in the warp is really good when it goes your way and you plan it accordingly but its a real shit tier army rule if used incorrectly.
1. Warriors have dmg 1 not 2
2. Raveners are 150 for 6 not for 10
The assimilatior is synapse. Just not psychic
Psychophage 6+ fnp aura was fun. Like tshirt plus hoodie armor.
im sure someone said this and is know already but it wasn't mentioned, rippers and pyrovores have the harvester keyword too, allowing a 20pt ripper (or 35 for pyros) model to regen d3 wounds or regen a whole model in a unit or a few for endless multitude. having healers for this cheap is insane.
my bad it was mentioned on pyros
Shouldn’t change the rankings much, especially since assimilation swarm is not ‘meta’, but it is of note that all the ‘big’ infantry like tyrant guard, zoanthropes, venomthropes, etc. can have a whole model resurrected each time the detachment ability goes off in assimilation swarm which is usually much better than the alternative options.
A single ripper swarm hiding in a big group of tyrantguard or zoanthropes on an objective can add a lot more durability than most people are expecting
My Bugs have very little chance against vehicle spam lists... Which continues to get worse as armies get more options.
Also, no offense sir, but Zoanthropes never perform like an 8/10 for me usually landing a single shot before mowed down by heavy bolters.
In a meta with a bunch of powerful damage 3 weapons zoanthropes do not last long at all, even with a 4++. And their effectiveness is dramatically reduced as they get plinked off.
Every time I use the Tyrannofex with the rupture cannon, I typically don't get less than 7 damage when getting a single hit through, but when both hit, I average 20-24
I think that one of the additional benefits of the biovore and pyrovore is that the guns look exactly the same
I think tyranid warriors with melee are damage 1 not 2
Barbgaunts gain +1 attack per 5 units, not 12 *
Great work as always! :)
Some of these ratings are weird. The parasite hasn't seen play since the beginning of 10th ed, and it's because it cannot do anything. Tyrant Guard the same, plus they make the Hive Tyrants easier to kill. Termagants are 7/10, but I don't understand why. Their profiles are those of average guardsmen, they do not get any kind of auto regeneration mechanic like other small chaff in other codexes, they do not get special weapons that can do all that much, and they are literally bodies for the opponent to go through without being able to do that much. Carnifexes at 7/10 is an absolute insult. They need a 140 point character to make them even remotely worth taking. I get a sense that AT seems to think that the Tyranids are doing fine while the 'nids have been hovering at the 45% win rate for the last month, dipping down to 42% last week. And those numbers are mostly held up by the biovore.
yeah, his last few videos that have nids are pretty out of touch
It's very sad that the best tyranids units be shooting units and not melee units.
I'm going to test swarmlord in Invasion Fleet and test his durability with 5+ FNP.
Broodlord and genestealers combination is a great glasscannon but very expensive.
To sum up, Tyranids are very weak overall.
- They don't hit hard.
- They aren't durable.
- The don't have the best shooting
- They don't have the best melee
- They rely on a VERY unreliable Battleshock mechanic.
The only thing they're strong at is secondaries. Which tends not matter when you're dead on T3
Weird thing to say since tyranids have been winning a lot of tournaments.
you forgot the most important thing. They have the COOLEST models.
For the deathleaper I'd say the cape is negative.
Toxicrene further negativeness: it takes thrice the space than its base size, thanks to those tentacle moustaches.
I really loathe how GW constantly takes a dump on Tyranids. Armies like Eldar are consistently strong throughout editions, with many units being really good and multiple viable army lists.
Meanwhile, for a long time Tyranids have been “okay” with one or two really good lists. You either play those lists or get dunked on.
I've been doing great with my bugs, not sure what's wrong with yours.
@@mattfantastic9969 do you play tournaments or are you talking about local casual meta? Because historically Nids have been mid tier and whenever they DID win tournaments, they’re all the same list or small variations of such, but piloted by different people. This tells you that, unlike armies like Space Marines for example, you’re forced into a list because of the shortcomings of the Codex.
Great video. Good listening while painting my gargoyles
I wish Warriors still had dmg 2 melee😔
the carrying capacity of tyrannocyte should be at least 21, so you can have 6 warrior and a prime in it!
algo tribute: Great video
I feel like garbgaunts are a little undervalued in this vid tbh
Termagaunts can only be fielded in groups of 20 which is a massive nerf to their durability from 9th
Codex says groups of 10-20?
I just know most of the new big monsters are gonna be lowly rated, Overcosted, terrible toughness, mediocre damage.
Compare any of our monsters to guard tanks and you'll see just how much we're being punished for the sins of crusher in 9th. I've consistently had trygons pop up and tag tanks in turn 2 only to get locked up in combat until the end of the game. I've had opponents say "they're not anti-tank though" which I don't dispute - but then what else do we have that is anti-tank? They're str 9 like a lot of our big monsters and you'd think 12 attacks would be enough to do some damage... but the -2AP in a meta where so many vehicles have 2+ saves is the nail in the coffin
How do Tyranids deal with sturdy units and vehicles? Have things changed in 10 months?
When will the next balance update release in January did GW give a date ?
Give tyrant should be higher I think his cost isn’t great but it’s not horrible an 2+ 4+ isn’t bad either 🤷♂️ I roll 4 ups pretty decently
I think you have blast wrong for the barbagaunts
Blast is 1 attack added for every 5 mini's in target squad. So 5 barbagaunts firing at a 5 man squad would get 5 extra attacks total
Probably wont use a tyrannofex untill the fleshborer hive is a useable option 😢
Why does the Neurolictor have thigh-highs?
Miss my red terror 😢
I wish Gargoyles got a resculpt with the Gants and Gaunts. They look so ugly in comparison.
So Tervigons can’t spawn gaunts without there being an already damaged unit of them???
Yup
Melee warriors do 1 dmg
Melee wariors are damage 1
Thanks!
Tyrannofex is only 190pts now. At this cost, I think it's good anti-vehicle.
I'm going to push back against the doom and gloom in the comments here. SOMEBODY has to have "below average" damage because of how averages work. Half the codexes are going to be below the average, roughly, and most will be close to average, only a few books will have standout "high damage" as an advantage. Overall I think Tyranid damage is *mostly* acceptable, and I don't find it hard to win games with them where I kill plenty of enemy units. I'm rarely tabling anyone, but I have an 82% winrate across 28 games so far since the codex. It can be done. Bring a pair of Exocrines, one big squad of Zoanthropes, and some Genestealers in Invasion Fleet and you can punch up into big targets just fine.
Thank you sir, everybody hates eldar because their dmg is OP but it’s only because they don’t play them.
Tyranids being a tactical and scorer faction in this edition is a fact, complaining about it endlessly on the internet is not going to change it. We will get some point cuts because our WR is low specially if they fix the OC0 units scoring secondaries; but profiles are written in the codex. If it bothers you so much you can go play eldar and get automatic dev wounds against everything. Very rewarding indeed.
As a Tyranid and Marines player can confirm Exocrines are nasty, but it's very hard to get hold of one unfortunately.😢
Am I the only one who hopes for the return of Shrikes?
Particularly with the Winged Tyranid Prime in play.
On another note, am I the only one who is surprised that the killzone: Bheta-Decima sold out within an hour? I'm gonna start playing Kill team this season (never tried it before) and I never thought a set of terrain would sell out like that. Especially a set that people seemed to think was "meh" before it arrived. :p
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Carnifexes should be a 5. Old One Eye an 8. Emissary a 6
No
Nid warriors in vanguard with the winged prime are nids best mele dps.... also 'not fast' they are faster than stealers as you can buny hop with the winged prime, getting them to 9" + advance+charge.
It sucks that all the big bois are trash…it’s kinda like the empire in Star Wars
EARLY!
Ahh yes the BLAST keyword..... it definitely gives +1A per 12 models in a unit 😂😂 its definitely not +1A per 5 models hahaha
carnifexes are 3/10.. they are sadly just unplayable.. they do nothing.. maybe at 90 pts per model they would see some play.. haruspex vs 1 carnifex comparing them, a carnifex does nothing.. and haruspex is only bearly okay at the cost he is at, we just dont have anything that is better..
to make the screamer killer playble, he cant be more than 135 pts. Toxicrene same thing.. he should cost exactly the same as a haruspex, maybe less.
psychophage gets an achievement unlocked for managing to be even worse than a carnifex.. I dont know if I would play him at even 90pts. the 6+ fnp rarely matter and otherwise he literally does nothing..
if the tyrannofex was 180 pts and I could only take him or a maleceptor, I 100% would always choose the maleceptor.. that says alot about the tyranno.. MAYBE at 170 I would consider one.. but probably not, he is "just" tanky, but not even tanky enough and his damage is a joke.
norn are also just unplayable for the cost... they are tanky yes, and thats it, they pose no thread and can just be ignored. maybe at 220 pts they can be used..
and all the character monsters are also redicously costed for what they do.
Overall tyrand monster are just all hilariously overcosted for the damage they do.. its just not worth it... and overall having a million little guys is more tanky than just a bunch of overcosted monsters that dont do anything or have a single useful damage dealer, the haruspex, which sadly just dies to a single round of an anti tank shooting before he even gets there.
a bunch of these things need to drop 50+pts to be useful.
something like the swarmlord, literally needs to drop 100pts to make sense..
otherwise we will keep playing swarm and vanguard.. and dont do any damage at all (which is not fun) but the only way we can win by doing missions and not letting the opponent play (which is also not fun for them).
Carnifexes will only shine when paired with old one eye.
Psychophage may seem kinda weak but is not bad - I thought the same as you for a long time - very tanky, can easily block paths and lock targers (which is big since we're playing for points here), with good placement fnp aura for trash units can really make the difference and make it harder for enemy player to plan shooting properly. Situationally the anti-psyker meele crits on 4+ can be really busted - playing against 10k sons made this mediocre unit munch on buffed up terminator squad like a pack of crackers, the opponent was completely surprised and thrown out of balance.
Sounds like a skill issue on your part
@@aaronnunavabizniz199 wait what? what are you even saying? what does any of this have to do with skill? points cost and datasheets have nothing to do with skill.
there is no skill involved with almost every army beeing able to just shoot down your big monsters before they arrive anywhere because they have bad saves, and it also has nothing to do with low skill when your big monster then also dont do damage.. its not skill, its math.. and the math for these big monster is just terrible for the cost.
why is a tyrannofex over 200pts and deals no damage while a war dog brigand is 160pts and can kill it in one go and is often times more tanky and faster. why is a screamer killer 170 pts with T9 and 8" move for a melee monster, while a wardog karnivore has M14" T10 AND a 5++ vs range while also having anti tank attacks, anti elite attacks AND anti trash attacks and all that for 30 pts less?
a screamer kill just dies bevore he gets anywhere and is then only good to kill elites and light vehicles, and all that for just 4 attacks more that still only hit on 3 though, so its like 2-3 attacks more IF he even gets there.
Tyranid monsters just compare SO SO poorly vs alot of other stuff in the game for the points they cost.
I cant be the only person to say, the Psycophage has 10 wounds, not 15... looking at the codex?
Also, great Vid yet again, love tour content and thanks for helping me be a better player
Probably shouldn't have written it that way, but that's it's 'effective' durability accounting for the FNP - on average you have to shoot through 15W worth of monster to bring it down
@auspextactics ahhh OK, yea sorry looking at it from a basic players view is all 👍🔥
First
I dig the in-depth information and analysis, but I can't understand about 30% of what you say. Slow down and pronounce your words, my friend.