Haben sicher schon einige gelesen, aber ich erlaube mir mal das hier zu posten:
Am besten fand ich:
Tyranids are currently being playtested, which means that the rules and ideas being thrown out will change, be altered, dropped completely, and in most cases not look like they do now. Still we have not seen anything specific, and I would imagine that we will not for a while.
There are no specific playtest rules here, which is fine, because its more important at this stage to see the direction that the codex is headed rather than specific rules. (although specifics are always fun and exciting to see).
Please remember that these are ideas that are being tested currently, and that it is still early as we do not expect tyranids until next year sometime. However this set does answer some questions that we still have, like dedicated transports, FoC changes or not, and some very cool ideas like Evolving your bugs for specific battlefield roles.
via a source that must remain anonymous (for obvious reasons)
Tyranids are still being playtested.
Some royal court type stuff with warrior primes.
Point reduction on the little bugs.
Some interesting FoC rearranges.
Several new bugs (not all will make it).
The ability to tailor make your bugs and "evolve them" into being very specific, or keep them cheap and generalized.
Better ways to help close with the enemy.
Feels very "overwhelming" to play against them.
No new transport options, but a couple new deployment options.
It seems that playtest rules are coming out of the woodwork, and these ones are really starting to give us some idea to what a new Tyranid codex might look like. Its just too bad that we are not closer to the codex release.
Please remember that these are playtest rumors, and that while playtesting rules give us some insight as to the direction of the codex, most get altered, changed, or dropped in the final product.
via an anonymous source (anonymous for obvious reasons)
FoC manipulation and "new" deployment options are based on the various stages and methods of a Tyranid invasion. The design goal is to be able to represent in a viable manner things like stealthy vanguard forces, huge waves of little gribblies, the sheer brute force of monstrous creatures in the final stages of invasions, surprise forces coming from underground and the sky, and so on. Pretty exciting to know that someone in charge acknowledges that Tyranids are multi-faceted.
Further details that the others did not mention:
- A lot of flexibility in the form of army composition. As opposed to the very mutable stats of units and weapons of the old codex, which caused a lot of headaches for opponents.
- Hive Tyrants are the main source of FOC manipulation. The idea is that they can specialize the scoring elements of the army.... but you have to pay for it.
- Reserve manipulation is a very strong theme in the codex. These options are more numerous and reliable than in the current codex. And that's because...
- Mycetic Spores have expanded rules for ease of use. This includes MC broods.
- Trygon tunnels are also greatly expanded. Raveners have additional synergy with the tunnels. Even Monstrous Creatures can use them but with a penalty.
- More outflanking options. Various ideas are being thrown around on the topic of protecting Genestealers and especially Lictors from being shot to pieces when they appear.
And the most important rule that is being tested...
Synapse offering protection from Instant Death in a brand new way. Right now this is being tested only on creatures that have the Synapse rule (not within the aura): Wounds that trigger ID can instead be rolled to either cause 1 Wound, 2 Wounds, or ID. The designers have mentioned that multi wound models are problematic in the ruleset and doubly for for Tyranids who have many such units, yet because of the abundance of S8 and above weapons they cannot rely on them.
Am besten fand ich:
The big text on the design board (figuratively speaking) is "Every Unit Viable. Every unit desirable."