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Tyranids in 7th Edition: Introduction

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Hey everyone, Chaplain Sam here again.

I'm going to start a review series on Tyranids in 7th edition, much like I did for Blood Angels. I think these series area great way for me to look back at units that I haven't considered in a while. They are really for my own benefit, but I'm hoping other people enjoy the analysis and breakdown too!

Borrowed - http://media.moddb.com/images/groups/1/9/8153/catechism-3.jpg

Recent Tournament Results - I want to start the series with a brief Tyranid performance summary just to get a sense of how they've faired in competition recently. Overall Nidz have been pretty average in 7th edition. They usually win about half of their games and ultimately aren't able to make it to the top tables. Honestly, that's right where Nidz and every other army should be, somewhere around a 50% win rate. Tyranids are actually pretty balanced, I think what bothers most people about the codex is there are very few viable builds. Anyway, heres a few stats for recent tournaments.

  • Nova Open
    • Top position - 35th
    • Win rate - 52%
  • Bay Area Open
    • Top position - 17th
    • Win rate - 50%

7th Edition Changes for Tyranids
 
I'm not going to cover all the changes in the new edition. I just want to highlight a few changes that I think really impact Tyranids in order set the stage for the rest of the series.


  • Smash - Changed to just a single attack instead of half the normal attacks. That makes vehicles harder to deal with.
  • Vector Strike - Now just a single hit against ground targets and D3 against flyers/FMCs. That makes vehicles harder to deal with, again! Combine the changes to smash and vector strike to the changes to the vehicle damage table and vehicles can be a real struggle for Tyranids.
  • Grounding Checks - A single grounding test is taken at the end of the shooting phase if the FMC takes a wound, rather than a test after each unit that hits. FMCs are much, much more likely to stay in the air now (Yay for Flyrants!).
  • FMC Charges - FMCs can only charge if they were not swooping the turn before. Basically no more landing and charging in the same turn. That's a big hit to FMCs' flexibility.
  • Scoring - Everything can score now, with very few exceptions. This a boost for Nidz because bug troops are pretty lackluster and now lists can include minimum troops and still have the ability to score.
Those are the big changes impacting Nidz in 7th edition. I kept it pretty brief since I now that most folks are interested in the unit reviews more than anything else. Check back soon for the next post in the series.

Chaplain Sam signing off!

What do you think about Tyranids in 7th edition? Let me know in the comments

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