Some of you may know that I had my third daughter 12 days ago. Two was so fun, we had to have three. In staying home for the last few days to help out, I have had time between feedings and diaper changes to read my new nid codex and formulate some thoughts. As a pretty devout nid player (last 6 years), I have seen several codex iterations. I thought I would share my thoughts and opinions of the new codex. Take it for what it's worth (my opinion and not absolute).
Overall impressions:
- I hate to admit it but I think the cost of the MC is more inline with what it should be. It was a little abusive to be able to drop a carnifex on the table for 113 points in 4th. While there are more MC options in 5th, Robin has done his best to persuade you to use other things, which I will talk about later.
- As much as I liked not fearing ID, loss of immunity to ID and limiting 2+ saves also is in line with what nids should be at a high level view - more of a horde and not a team of tanks. You can't have it all and this has to be done given some of the other benefits we are getting.
- Several units were either thrust forward or beat down to get us all to buy the new pretty figs. I work in retail and I know GW has to make a profit, but this is a serious pet peeve of mine (and many others). I will illustrate this more later.
- The army now has serious deep strike/outflank/reserve potential. In 4th, only 9 units could DS or OF. In 5th, that number is now 25! This means you will see a more tactically flexible nid army vs. a consistent foot slogger army with limited DS/OF threat.
- Instinctive behavior changed for the better. In 4th, a unit that reverted to IB broke and had to flee toward synapse. Now they don't break (instead shooting/moving to cover or gain rage) and the effect lasts for only one turn at a time.
- Nids got more psychic and some of them aren't half bad. There are some interesting synergies that can be created.
- Nid shooting, although not stunning, will cause pain if a person builds an army around it. I liken it to orks. While they don't excel at it, it can surprise you if you underestimate it or take it for granted.
- Nid close combat remains the focal point. What fun is a model with claws and teeth and talons and spines and drool if they stand back and shoot at you anyway? As a whole, nid cc got better with scything talon rerolls, furious charge and poison attacks available to almost everyone. Rending is still in there as much as ever, which I was pleased to see.
- It will involve me making some changes to my current list and I imagine I will have to take the hobby knife to some beloved models to keep them competitive, but overall I am pleased with the new codex. Serious playtesting may prove otherwise, but I give it a B+.
Later.