Shorereaper here, and as the token Nid player, I guess it falls to me to write up this Winners and Losers article. Now I have to start with the fact that the new Tyranid codex was probably written with 7th edition in mind. And with all of the changes, I honestly think the Nids broke even. Yes, there are some serious cons (snapfire after jinking), but even those I think make the game better.
Starting with some of the Pros, the night fighting rule actually helps. Everything gaining stealth regardless of distance makes the Venomthrope so much better. Everything within that 6-inch bubble gains shrouded on top of the stealth and any other cover you can give them. A Tyranid player can easily give a large portion of his army 2+ cover saves if they plan correctly. I usually field just one, and while the venomthrope can easily give up first blood, he provides a solid cover save. And this comes at the expensive cost of 45 points.
The new Jink rules make the hive crone a little more survivable. Now their cover save and their armour save are 4+. It’s not a lot of help, but it is some help. Of course, jinking makes the flyers snapfire, but one can work with that. Since Vector striking happens in the movement phase, Flying MC’s can still vector strike. And yes, I know the new vector strike was greatly nerfed against tanks and skimmers, but the Hive Crone is still a fantastic anti-flyer.
One con I have to admit hurts is the new rule that swooping MCs cannot charge on the same turn that they change from swooping to gliding. That gives opponents a free turn of shooting them. However, even when I use the flying hive tyrant, I try to keep him in the air, so I would probably never want to use him in close combat anyway.
The psychic phase is both a negative and a positive. First, I find it a lot harder to get of my psychic powers, and the shadows of the warp are not nearly as effective as it used to be. That being said, a -3 to your opponent’s psykers leadership is not a small thing. The reduced leadership makes periling results more likely to result in entertaining outcomes. Also, the rules don’t say -3 during the psychic phase; it is -3 throughout the game, providing the psykers are within 12 inches of each other. And since I am on the psychic phase, all Nids gaining their primus power of Dominion is fantastic! Every psyker, including the broodlord, gains 6-inches to their synapse range, which can come in very handy.
Wounds carrying over in close combat make the Swarmlord an even bigger beast in close combat. Sure, he is still killable when you are trying to get him into close combat, but once he get there, he can kill almost anything (except for that darn Moloc).
Yes, tanks don’t explode as often, but they are still pretty easy to wreck. The move through cover rule is nice and easy to remember.
Overall, I honestly believe that the Tyranids broke about even. Like I said though, I believe that this codex was written specifically for 7th edition. I know some of my fellow bloggers would rank the Tyranids lower, but I would list them as the 5th best Army, which is where I would have put them in 6th Edition right after the new codex came out. It’s a job to win with them, but it is very doable.