Fun With Bugs! My Nid List is Getting Tuned

Hive Guard, Zoenthrope, Warrior

So, my friend finished magnetizing my Hive Tyrant and I have been diving back into my Nids. Here are some of my experiences so far.

First off, my buddy did a great job. The model can be a Flyrant, Hive Tyrant or big poppa: The Swarmlord.

I have loved playing bugs since I first dove into them in 5th edition. They are just a cool army, with great fluff, beautiful models and a really aggressive, enjoyable play style. They are also very versatile. The only reason I stopped playing them last edition was because of the prevalence or stupid Grey Knights! Haha, Purifiers and Force Weapons were murder on the six legged Nids.

Now that Grey Knights are less prevalent and thanks to the changes in Psychic Hoods, Grey Knights aren’t such a game killer. Mech Dark Eldar are still pretty brutal, definitely the toughest match-up for Bugs in my experience, and even worse now that they typically have a Farseer with Runes of Warding to slow down Nid Psychic powers. Wolves are the other bummer because of the prevalence of Krak Missiles, Runic Staves and JotWW. Ah, Jaws is ridiculous.

But, those match-ups aside, Nids are very, very good. The changes to the core rules gave them a tremendous boost. Even the bad match-ups aren’t a sure fire loss, just very tough to play through.

Here’s the core of the list I’ve been playing :

Tyranids 1750 Pts
Unit Description Size Cost
Swarmlord 1 280
Tervigon A.Glands, Poison, Catalyst 1 195
Termagants Devourers 10 100
Tervigon A.Glands, Poison, Catalyst 1 195
Termagants 10 50
Hive Guard 3 150
Hive Guard 3 150
Ymgarls 8 184
Fast Attack
Heavy Support
Tyrgon Poison, Prime 1 250
Totals 38 1554

That gives you a solid core of scoring units which is great in 6th. The Trygon, Ymgarls and Swarmlord can fight with the best of them, and they all specialize against different types of targets. Swarmy is a one man army now, seriously a bad ass. If he gets Iron Arm, forget about it. He becomes a juggernaut. Endurance and Warp Speed are also good, and Invisibility can also make him just a complete boss.

Fee, Fi, Fo, Fum, I smell the blood of a Grey Knight!

The Trygon has speed, and he hits very hard. Certain units really aren’t suitable targets for him, but he is great against heavy vehicles and units of infantry where he will just plow through them. His ability to deeps trike safely, and decent shooting help a ton, too.

The Ymgarls are awesome. I will not write a list without them. They are just so damn good as a backfield disruption unit, and they hit very hard. I am considering buffing them up to a 10 man unit.

For the last 196 points, I am trying out some options. I am really liking deep striking Ripper Swarms. I think a good Nid list needs threats coming in from all angels to succeed. You need to apply a lot of pressure to get the most out of these guys. As long as you can keep a Synapse bubble over them when they arrive, they are really solid. The mindless rule really stinks (and is totally unnecessary) but coordinated well, these guys make excellent tarpits.

Gargoyles are the other unit that jumps out at me, as well as Hormagants. Both are fast, hit pretty well (particularly with poison and adrenal) and can combo with Swarmy to really pack a punch. Hormagants are more expensive which is a bummer, but they are another scoring unit. Gargoyles are definitely better, but lack scoring status. However, with 2 Tervigons and 2 units of Gants, that may not really be something to be concerned about.

I have also been considering a Tyrant Guard to make Swarmy even tougher, or some Biovores as Barrage weapons are incredibly good this edition.

The Doom in a pod is another consideration, particularly as we move more and more towards infantry heavy armies. The Doom can just go crazy against a lot of armies and if he gets Iron Arm, he can win the game by himself if your opponent doesn’t play it right.

In all, I have been having a blast playing my bugs and I plan on taking them to the next tournament we go to so long as I can get them painted. I am currently up to my rear end in Gants, but I think I can see the light at the end of the tunnel!

What combos with bugs have been working for you all?



About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

48 Responses to “Fun With Bugs! My Nid List is Getting Tuned”

  1. Darthdiggler October 29, 2012 3:01 am #

    I have had success with a variation of my 5th edition Nid list which tries to attack the opponents deployment zone n turn 2 with multiple targets. I take 2 Flyrants with devourers and make one a hive commander for +1 to my reserve rolls. Coming out of reserve are 2 large units of Ymgarls, the Doom in a Pod and a Mawloc. All 4 units come in on a 2+ and can do damage the moment they arrive. On turn 2 I hit the enemy lines with the 2 Flyrants, Doom, Mawloc and 2 Ymgarl units. It can overwhelm most lists. I take 2 Tervigons and 2 units of Gants as my troop units and they perform mop up duty on whatever escapes the turn 2 wave.

    There is another guy in Chicago who is playing a similar list, but he has more Mawlocs. We find the Mawloc great at attacking the bunched but formations we find hiding behind the Aegis Defense Line so often around here.

    • Kralizak October 29, 2012 7:51 am #

      That sounds like an awesome strategy, I’m gonna have to try to proxy that some time!

    • Reecius October 29, 2012 9:02 am #

      That sounds pretty damn solid, actually. A friend of mine out here who is an excellent bug player, Josh Dearth, also uses a Flyrant and swears by him. I am enamored with Swarmlord right now, but I can see the benefit of the Flyrant, without a doubt.

      I will have to try the Mawloc. I love my Trygons, but perhaps I am holding on to 5th ed too much. I think going anti-infantry is definitely a smart play, this edition.

      • bugsculptor October 29, 2012 6:31 pm #

        The swarmlord and a flyrant actually combo pretty well together. Invisibility and endurance can be cast on the flyrant as it jumps forwards into cover on the first turn, which puts a lot of pressure straight on the opponent and can convince them to waste shooting on a model with a 2+ cover save.

        • Reecius October 30, 2012 10:24 am #

          That is a pretty nasty combo! The speed of the Flyrant and the raw power of Swarmy are a pretty crazy combo. I will have to try them both in my list! Thanks for the tip.

          • Kralizak October 30, 2012 2:48 pm

            I’ll let you borrow my Swarmlord if I happen to be there at the time so you don’t have to proxy as much since you’ve let me use your models (like the tervigon) in the past 🙂

            maybe if you were to play Kyle W I’d be there at the same time, or my brother if he’s willing to play you

          • Reecius October 31, 2012 10:40 am

            Sounds good to me!

  2. Kralizak October 29, 2012 8:16 am #

    Haha I almost feel like I’m getting more gratitude than I deserve for magnetizing your Hive Tyrant, I mean after all it took me forever because I’ve been so busy.

    I love Hormagaunts. They hit hard, and usually hit first. They also move really quickly for infantry because of Bounding Leap and Fleet, they almost always run 6″ on turn 1 and charge at least 8″ on turn 2.

    The Harpy seems cool, its good to add a FMC, but S5 T5 seems like a bummer, makes its vector strike just decent and its pretty easy to wound, especially since it only has a 4+Sv.

    Whenever I proxy the Doom he totally kicks ass, and if he doesn’t its because my enemy is always running from him so he’s still helping me maintain board control. For 90 points (+ 40point pod) he is almost always worth it, except there are only 3 elite slots. It would be nice if GW decided to make a model for him and the pod…

    I would definitely buff the Ymgarls to a 10 man unit, get the most out of them.

    I would personally add a Tyrant Guard with a Lash Whip just in case Swarmy has to charge through terrain against something like Grey Knights.

    I love Biovores against all xenos armies, but it seems to me that they have to come in a group of 3, which mean 135 points. They’re worth it, but at the expense of other options it depends on what else you decide to do: for example, if you choose to you Hormagaunts I wouldn’t bother with Biovores because the Gaunts can handle light infantry.

    I would personally choose to drop a unit of Hive Guards in favor of the Doom, partially because I don’t have enough models (not even enough proxies) but also because there is less mech in the current meta (especially with Rhinos because nobody wants to give up First Blood). If only Tyranids could take a detachment of Tyranid allies in order to get a bigger FOC 😉

    I would also have a Tyranid Prime in there to provide more Synapse, just in case, and because the Tyranid Prime can be a total boss in CC or can be a wound-soaker for the Devilgants. If you have extra points I’d add to the unit of Devilgants, they just get so many shots per model!

    I know I’ve said a lot and probably have some flaws in my plans, please help me out 🙂

    • Reecius October 29, 2012 9:30 am #

      Never feel like you can’t share what you know, that is what these forums are for! And you did a kick ass job on my Swarmlord, I really like him!

      I am agreeing with you on the Doom. I was thinking that last night, that the Doom really does deserve a spot in the list. For his low points investment, he brings so much to the table. He is the best disruption unit the bugs have right now, IMO.

      I think I am cool on synapse with a Trygon Prime, 2 Tervigons and Swarmy (who has 18″ synapse) but I agree that a Prime in a big unit of Gants is an excellent unit. I ran that all 5th as my HQ/Objective holding unit and it performed very well.

      I think the Biovores are actually a really good buy at 135. That is a lot of firepower for that points investment, plus the unit is move and shoot, which helps a lot. With all of the infantry behind Aegis line we see now, these guys are great. And while they don’t own MEQs, they are still a great tool for sniping out those important characters.

      Oh, and I meant Gargoyles, not Harpies. Harpies are pretty garbage unless you have a lot of FMCs to give them safety in numbers. On their own, they stink. A quad gun will take one down in a single volley.

      • Kralizak October 29, 2012 3:17 pm #

        well that makes more sense! I was wondering why you were considering harpies, haha!

  3. Egge October 29, 2012 10:05 am #

    To a 1500 pts team tournament with restrictions (i e fewer flyers) I’m gonna try out this list just to see how it works in the new ed:

    Swarmlord with 2 bodyguards
    Prime with two swords, rending (should take a devourer next time) and regen
    10 Termagaunts
    19 stealers with toxin and a broodlord
    2 dakka-fexes (going with the prime).

    Swarmlord goes for invisibility (with 4 magics there is a pretty good chance of getting it) to hide stealers (which is an…stupidly good combo, actually), if the broodlord gets the FNP-magic it is awsome on the tyrant or fexes after they have taken a couple of wounds as with a character you can after a turn make sure different models are wounded (if I got that right, look out sir always goes on the closest model now, even if someone else is wounded, right?) and as fexes now actually can claim cover if in area terrain the unit is actually potentially really good.

    What I’m missing now (except models count which is…horrible right now) are 3 hive guards (I think it is enough with one unit of 3 now, the swarmlord is considered a much higher threat now so it might even be possible with only 2) and ymgrals, both units are essential but I kind of have missed the fexes so it is fun to use them again and even more if they are usable. We’ll see, I guess.

    I’ve had some issues with the flytyrant, actually. It flies, shoots and then get’s grounded by a bad unit that shoots first and then get shot to pieces. Even with extra magic I have this problem…Perhaps with more units coming in turn 2 as suggested by Darthdiggler.

    Though I still consider 40k6 really, really bad (rule-wise) and prefer Dropzone commander to the extent I will demo it on the team tournament.

    • Axientar October 29, 2012 10:24 am #

      Lucky that you have DZC, Frontline still hasn’t received their shipment… 🙁


      • Egge October 30, 2012 12:02 am #

        That really sucks! I can write a review and send you to post here (or not if you find it sucking) to understand the greatness of this game. Almost all rules have an idea behind them that are playable and increase the coolness of the game.

        • Axientar November 1, 2012 7:28 pm #

          In Hawk’s most recent Newsletter (today), they claimed that they’ve completely cleared up their backlog and are developing a stockpile so that any order doesn’t need to be produced after order as to be faster at getting the orders to their customers.

          WTF!?!?!? They better be on their way right now… ಠ_ಠ

          • Reecius November 2, 2012 11:34 am

            Hmmmmm. That’s news to us. Well, we will call our distributor today to get to the bottom of this.

    • Reecius October 29, 2012 10:31 am #

      I have actually come around on 6th. It took us a while to like it, but now we really enjoy it. I actually think it is the best edition of the game so far honestly. I still hate some of the rules (random charge length is idiotic) but on the whole, it is an improvement.

      Dakkafexes are excellent. I was using one in my list, but I keep bouncing around. I think 3 Hiveguard are better and cheaper, but they are not as flexible. The Dakkafex is also very good in assault.

      Broodlords are the business now! While Steelers in general took a big kick in the nuts, Broodlords became extremely good as they rock in challenges. I think units of 5 steelers with a Broodlord will make excellent units.

      We still haven’t gotten are models for Dropzone Commander, it’s ridiculous. I understand they are struggling to keep up with demand, but this is dumb, we pre-ordered our stuff and we have customers waiting on it. Not pleased with that, at all.

      • Egge October 30, 2012 12:12 am #

        I have really tried to enjoy new 40k but can’t just get around the issues I have with the rules. Low updates (although better than before), way to many special rules ignoring the basic rules (I have an opinion that special rules is a good way to judge if the basic rules are any good – if you need many special rules to make it interesting, chances are that the basic rules aren’t any good), random charge, random objectives, random forests, awkward deployment zones, perhaps night fight, random “you don’t get the first turn and no night fight so you get shot up first turn syndrome”, random charge (worth saying twice), slow wound allocation, still no “wood blocking LOS” and thus making the entire field really just open and random magic.

        I know (I do!) that many of these things disappear when you get used to it. Most likely I will too. But until I really get the hang of allocation and the deployment zones and all the rest I have such a problem making this game fun! And this in turn causes me to be bitter in games and making the game even worse. Most likely it is all in my head so I will do my best getting into this team tournament with a “casual” style and having just fun and see how it goes.

        Good point with small broods of stealers and lord…

        • Reecius October 30, 2012 10:43 am #

          Trust me, I totally understand your feelings on this. I damn near hated 6th at first, but we HAVE to play it as a part of work and once we got used to the rules and they disappeared into the background, like you said, they fun of the game came to the forefront and I honestly love it now. I was pretty worried for a while that 40K had gone down the crapper, but it is a great edition. I too still HATE random charge length, I feel that is irredeemably bad, but I can accept that for all of he other improvements.

  4. Axientar October 29, 2012 10:14 am #

    Tyranids are WAY better in 6th…

    Especially the Doom. He went from crazy, but situational/vulnerable to crazy, and possible invincible, too! I think using him would be quite prudent, especially if the enemy rolls high on their Ld; he can make up his points cost in a single shooting phase… easily.

    I also think that maybe 10 Ymgarls would be good. Ymgarls have never lost an assault the turn that they come on in my experience, and trying to avoid the terrain to escape them is also pretty damn stupid… so it’s a lose-lose situation. 🙂

    • Reecius October 29, 2012 11:45 am #

      Yeah, I am definitely leaning towards the Doom. He is such a good disruption unit and he really can pack a punch. He has a serious weakness to Str8+, but that is nothing that is crippling to him.

      • Axientar October 29, 2012 2:27 pm #

        And that weakness can be easily solved if you roll Iron Arm. 🙂

        • bugsculptor October 30, 2012 5:53 pm #

          Except that it isn’t really easy to roll up that one power and you can’t cast blessings the turn you DS in. Most biomancy stuff is blessing based and therefore can’t save you from a post DS meltagun to the face.

          Much better to take psychic shriek and have an extra chance to murder whatever you want him to kill when he pods in. Plus… the more you kill, the more wounds you have. If you need to keep him safe from turn 3 onwards… you often get him in assault.

      • Kralizak October 29, 2012 8:02 pm #

        for the Doom do people just used a greenstuffed Zoanthrope?

        And what do people do for Mycetic Spores? Greenstuff a 60mm styrofoam ball?

        they really need their models, dammit GW!

        • Reecius October 30, 2012 10:39 am #

          I personally just use a Zoey.

          For a pod, there are a lot of 3rd party manufacturers that make great substitutes. Mr. Dandy makes some great stuff, check it out! He’ll be at the BAO this year, too.

        • bugsculptor October 30, 2012 5:54 pm #

          Buy some ornamental gourds… it’s the right time of year. Dry them in the oven, paint em with some elmer’s glue… add some GS and you’re done.

  5. Rob October 29, 2012 4:31 pm #

    What do you do against flyers ? How do you not over extend with this lsit (only ymagarls and trygon are in the back field

    • Reecius October 29, 2012 5:03 pm #

      I really don’t worry much about Flyers with this list. Nids can cover a lot of table space and if you give nowhere for flyers to land, they have to overshoot you. With the extra points I can take another Tervigon if I want to as well, which really creates issues for flyer heavy lists.

      I only ever find I have issues with over-extending late game when I have taken a lot of casualties. Since the main force is going at the opponent and the backfield units are already there, I find it isn’t much of an issue. Also, with the plethora of Synapse creatures on the board, I find that that really isn’t a worry, either, particularly with Swarmy’s 18″ bubble.

  6. jy2 October 29, 2012 5:12 pm #

    I am loving nids in 6th as well. This is the next list that I am going to try (at 2K)

    Lash Whip Bodyguard
    Flyrant – 2x TL-D’s

    2×3 Hive Guards
    Doom in Spore

    2x Tervigons – Catalyst, Dominion, TS, Crushing Claws
    2×10 Termagants

    18x Gargoyles – AG+TS

    2×3 Biovores

    I think nids are very good, with the bad matchups being DE and space wolves still (that hasn’t changed much….lol).

    Check out my battle (though with a slightly different bug list) against Janthkin’s necrons:

    BTW, got my tervigons, the Swarmlord and several of th hive guards done here by the Frontline team. Great job, Reece!

    • Reecius October 30, 2012 10:23 am #

      Nice list! Yeha, the Flyrant is damn good, well, almost ANY flying unit is damn good!

      Your list and mine have a lot of similarities which I like as you are an excellent list builder.

      I was thinking 2×3 Hive Guard too, but those Ymgalrs have just been so good for me. I won’t play without them.

      I am thinking Gargoyles, too. Janthkin has me convinced. I was leaning towards Hormagants for yet another scoring unit, but Gargoyles are just so much better and they contest, which can be as good. Plus they take up a lot of real estate. That is very useful for fighting deep striking armies and flyers.

      You’re liking the Crushing claws, too? A lot of folks are going that direction to make the Tervigons actually hit hard, and I can see the appeal. i am still taking mine dirt cheap, and giving them toxin, which I think it really great to buff those Gants.

      And I agree on the Biovores. You have always used them to great effect, and I think they are event better this edition. I agree it’s better to take more units that 3×2, and you want more chances to snipe.

      Glad you liked the paint job we did for you on those nids! Your business is appreciated as always!

  7. bugsculptor October 29, 2012 6:43 pm #

    I’ve been doing very well with my nids in 6th, but have yet to make it to a tourney.

    I’ve been running a couple of lists, both with 2x tervigons, gaunt units, hive guard and a pair of trygons.

    My additional units are selections from foot devourer armoured shell tyrants, the swarmlord, a flyrant, the Doom of Malantai and biovores. All of those units are extremely good.

    I always take hive commander or the swarmlord to get the 2+ reserve roll on turn 2, which is pretty devastating with the Doom coming in at the same time as two trygons.

    Gargoyles are great because of their mobility, poison and ability to hide behind cover and hop over. Hormagaunts on the other hand are just expensive termagants – they don’t move much faster and they don’t get the benefits of brood progenitor. They also can’t spawn, move and assault, which oddly makes freshly spawned termagants much more likely to get into combat than hormagaunts which have to make a vulnerable dash across open ground most of the time. In combat, even a big unit of hormagaunts can get ground to death by tactical squads – they just don’t have anything to crack regular marine armour if your opponent is in the mood to make saves.

    What you could consider doing instead of taking hormies is bumping your starting gaunt squads up to 20 or 30 models… you rarely spawn large squads, so you may find your initial 10 man squads hiding behind buildings trying to avoid giving up first blood.

    I’d probably save the points on the trygon prime and downgrade to a regular trygon, as with 50 points back you’ve got enough spare points for a pair of trygons. Rage is a bonus if you fail a synapse check, so you’re paying 50 points for shadow in the warp and 6 S5 shots at BS 3… which you’ll probably only fire once for 3 hits.

    • Reecius October 30, 2012 10:34 am #

      The Prime actually gets 12 shots (Containment Spines) but you’re right, it isn’t crazy good. I agree that Rage is awesome now, but I like having the additional psyker defense as Jaws and Force Weapons are crazy against Nids. Also, I swear that I read Prime’s becomes Characters (for challenges and such) which is AWESOME for Trygons. Am I going crazy? I didn’t see it in the FAQ but I can swear I read it in an update. Yes, I just checked the Rule Book FAQ, Primes are (Ch)! That is worth the upgrade to me as it means you can go into a squad of troops, challenge a character, kill it, then kill the squad in the opponent’s turn. It makes them much more tactically flexible, IMO.

      I am glad your list looks a lot like mine as you are also a good Nid player, gives me more confidence in my list. I used to run a 30 man unit of Gants with a Tyranid Prime and it is a GREAT unit. Seriously awesome for holding objectives and fighting well, too. You make an excellent point about Spawned Gants actually being faster than Hormagants. I love the little buggers, but they really are a second class unit. Mine have fared me very well in assault, but they don’t usually get into combat until turn 3 or 4 for me. If only they were beasts again! They would be absolutely fantastic if so, and I think it fits the fluff well.

      I am thinking that my tournament armies for 6th are going to be Orks and Nids primarily, but I have army ADD, so that may change! haha

      What we really need to do is come up with a way to fight Dark Eldar and counter Wolves as well as Grey Knights. If we can do that reliably, Nids will be a premier army this edition.

      • bugsculptor October 30, 2012 6:08 pm #

        The regular Trygon gets six shots already, so you’re paying 50 points for *6 more shots*. You do make a good point about the character upgrade… that may be worth it, though I’m a strong believer in the policy of saving points towards a second trygon – in my experience a single trygon is target priority one and almost always gets shot dead the turn it pops up. I take the Doom for the back field shadows coverage.

        It makes me sad that hormagaunts and genestealers struggle so much now. Assault troops with bad armour saves suffer so much to the combination of overwatch and focus fire. They can trivially be “weed wacked” back out of threat range each turn. That’s what I like about trygons, they’re solidly the best charge makers in the game – unless overwatch kills them they’ll make most charges unless you roll a whole fistful of ones.

        The multiple deep striking trygons and doom was originally an answer to wolves for me – those three units give you good options for killing a few long fangs the turn they come in and cleaning up marines pretty fast. GK are still a problem, but at least they’re more expensive – biovores are great against those premium marines, and have range to drop pies on purifiers and psycannons without getting return fire.

        • Reecius October 31, 2012 10:51 am #

          I agree, Biovores are in every list for me now. I take a Barrage weapon in every list, anyway, but especially for Nids. It helps a ton to have a “reach out and touch you” unit.

          I can certainly see the wisdom in having more Tervigons (or any unit) than a single tooled up unit. It makes sense from a mathematical perspective. However, the 40pts for Prime give you Shadows, Synapse, (Ch), and a little better shooting. I feel it is worth it, personally. Plus, the 10pts for Poison is gold this edition, IMO. It means you have rerolls to hit and wound, which makes the unit ultra-reliable in combat, you don’t have to worry about flubbing a combat nearly as much. That can be game winning.

          I agree about the Steelers and Homragants. I have 40 Genesteelers, almost all painted! Hahaha, so bummed they got nerfed so hard as they truly didn’t need it. Steelers should be a premiere assault unit, and they were ultra-flexible last edition. Now they just aren’t as hot. If you buff them with Invisibility and Preferred Enemy from Swarmy, and FnP from a Tervie, they are brutal again, but that is a lot of attention for a single unit. Better to take things that are self sufficient if possible like the Tervigon, as you pointed out.

  8. Defeatmyarmy October 29, 2012 7:45 pm #

    Tyranids are a force to be reckoned with. Flyer army counter maybe? With all the popularity of necrons I decided to go back to my Big Bird daemon list since my DOA is now auto lose :-(. Can’t wait to try it out this edition I’ll b stopping by this Friday!

    BAO test list:

    Bloodthirster warlord

    5 pink horrors bolt changeling
    5 pink horrors bolt
    5 pink horrors bolt

    3+ flamers of tzeentch

    3 daemon princes iron hide demonic flight tzeentch with breath of chaos

    • Kralizak October 29, 2012 7:58 pm #

      I’m sorry, what does DOA mean? I haven’t heard it defined before 🙁

      • Egge October 30, 2012 3:02 am #

        I think; Descent Of Angels

      • Reecius October 30, 2012 10:37 am #

        DOA=Descent of Angels. It is a Assault Marine heavy Blood Angels list. It used to be quite good, but it has taken a big hit in effectiveness in this edition, unfortunately.

    • Reecius October 30, 2012 10:36 am #

      Nids actually do quite well against Flyers by simply filling up the board. It isn’t an auto-win at all, but it is a good tactic that works reliably.

      ANd yeah, come on by Friday, we’ll get a game in!

  9. Vidar October 29, 2012 10:01 pm #

    There are 2 missions that allow non-troop choices to score. You have the Heavy, something in your FA slot will mean that you are ready for any of the standard missions. The league here only play by the rulebook so I make sure to have at least one FA and one HS. So the gargoyles would be useful 1 game out of 6 for scoring purposes as well.

    • Reecius October 30, 2012 10:40 am #

      That’s an excellent point. And EVERY SINGLE Nid unit is at least contesting, which is a big advantage this edition.

    • Kralizak October 30, 2012 2:45 pm #

      My only problem with using gargoyles is hat they die so easily unless a tervigon casts FnP on them or if they have cover (or both) so in The Scouring where FA options can score they become a target and grant a kill point. If only Gargoyles could take Devourers… 😉

      • Reecius October 31, 2012 10:41 am #

        I think you only take a unit of 10, right? I think you need at least 15 to make them function properly, with 20 being much better. I find those little squishy units go from an annoyance at 10 to pretty damn good at 15+.

  10. jmanj123 October 30, 2012 5:42 pm #

    Hey Reece, I have also been play testing Tyranids quite a bit lately and might have to try some of the ideas described in this thread. I have one question for you and well anyone really. It is in regards to when you choose to swap purchased psychic powers for book rolled powers. Do you have to choose at army creation, i.e. roster creation, so for example, you buy two powers for your tervigon, and in the roster note that you will be trading them for book rolls, even though you wouldn’t have to say which table you roll on. Or, do you purchase powers, then when you get to the table top, see the mission, terrain, your opponents army, etc, and decide at that point whether you are going to switch them for rolled rulebook powers?

    I may be missing a clear rule on this entirely, but my play group can’t really determine either way, how it should be run. I think it is extremely relevant for both Tyranids and their bad match ups. Especially, if you have to choose at army selection, I would suspect more Space Wolf players would choose divination over keeping jaws + X. Or there could be cases where you trade automatic feel no pain, for rolls on the chart. Also, in terms of bad match ups, how many mech DE are you seeing? They seem really poor in this edition because their paper airplanes seemed to have gotten nerfed some more.

    • Reecius October 31, 2012 10:45 am #

      We read it that you may choose to roll for powers before the game, just as you can choose what school of Psychic powers you are going to use. You don’t have to though, you can opt for the book powers if you choose to. And I agree, it is really important to the tactical flexibility of the army.

      We actually see a LOT of DE out here, mostly mech. At the last 2 GTs we’ve run, straight up 5th ed Mech DE kicked ass. They have gotten much better this edition, and actually, their flimsy craft have gotten better with the new rules. You can’t kill them or stop them form shooting with a single glancing hit. In my opinion, they are much improved. Plus, taking a Farseer just shores up their weaknesses so much.

  11. jmanj123 October 31, 2012 4:02 pm #

    Thanks for the reply and insight Reece. This is actually Jeremy from Napa FYI, just used my usual screen name. Your interpretation on the psychic powers is how I see it as well, but others in my group see it as a choice at army selectio; not sure what the internet consensus is. I certainly like the choice with Tervigons to be able to keep FnP when you know you will really need it, like a match up I went against the other day with three 5 heavy weapon dev squads. I ended up rolling on the biomancy chart 10 times between mothers and hive tyrants and did not get any FnP. On the other hand, Space Wolves being able to selectively keep Jaws certainly bad knews for Nids.

    • Reecius November 2, 2012 11:24 am #

      Hey Jeremy!

      Yeah, I don’t see the argument for it being during army selection. You roll up Psychic powers before the game, choosing what school you want at the point in time and the FAQ’s state that you may keep your own or choose to roll in the book. It seems very clear cut to me.

  12. mercutioh November 2, 2012 11:42 am #

    This is the list I have been living my life against for the past year and a half with the exception that he runs a FLyrant rather than Swarmy and I believe the other points go to Termagants and a spore. Only thing I’ve been able to do against it is to throw more bodies at it then it can throw at me with Orks. Still trying to find the right solution with Chaos in the new edition. Looking forward to you getting to see the big bug list on the 11th when we come down! Day glo green friggin Bugs. I see the things in my sleep!

    • Reecius November 3, 2012 12:15 pm #

      Yeah, I am loving the Bugs right now. I am thinking the Flyrant may be the better choice for the speed, but the Swarmlord is such a force multiplier, and he hits far harder.

      Orks vs. Bugs is always a crazy game, usually in combat from turn 1!

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