Tactics
Termagants
Ah the termaguant, unsuprisingly these are the backbone of your tyranid force, they capture objectives, they take bullets and best of all they now are even better than before. I'm going to do this one a bit differently from the others as they recieve full marks from me.
Loadout:
The Swarm:
If your going the swarm route for your army you'll want to upgrade them with Toxin Sacs and Adrenal Glands, because the main focus of the Swarm army is get into combat you'll obviously be wanting them to do well. the ability to wound your enimies more easily and gain FC is to good to pass up. For just 1pt more than a HG their still cheap as well.
Dakka Army:
Perhaps you want to go down the shooty route for your swarm. Well the new dex has just the weapons for you. Spike Rifles and Devourers nice 18" weapons which are actually useful, the Devourer is more expensive but has a massive 3 shot Str4 fire output each! Spikerifle aren't as good but the Spikeguants cost as much as a TG whereas Devilguants cost twice as much.
Weapon Mathhammer
30 Fleshborer termagants cost X
That’s 30 shots at 12”, 15 hits, 7.5 MEQ wounds (saves) or 10 GEQ wounds (kills)
25 Spinefist termagants cost X
That’s 25 shots at 12”, 18.77 hits, 6.25 MEW wounds (saves) or 9.375 GEQ wounds (kills)
25 Spike Rifle termagants cost X
That’s 25 shots at 18”, 12.5 hits, 4.166 MEQ wounds (saves) or 6.25 GEQ wounds (saves)
15 Devourer termagants cost X
That’s 45 shots at 18”, 22.5 hits, 11.25 MEQ wounds (saves) or 15 GEQ wounds (saves)
As you can see, the Devourers are deadlier because they are likely to attract twice as much firepower.
All in all the biggest boon of guants is the ability to take Tervigons are Troop Choices for, per one every TG brood you buy. Tervigons pump even more TG each turn allowing for even more Nids to cause mayhem on the table but that is for another time.
Cheers, BT