So, for the last few weeks I have been finally been playing regularly with my bugs in a local campaign. Given what I have and my lot of opponents(lots of Guard, Tau, and other Bugs, only one Necron and two Marines) this is the list I have been using.
Flyrant with wings/Adrenal I and W, Toxin Sacs, Flesh Hooks, Implant Attack, 2x Scything Talons
Walk-Rant with Venom Cannon, 1x Scything Talons, Toxin Sacs, Extended Carapace, Enhanced Senses, Adrenal I
4 Warriors with Enhanced Senses, Toxin Sacs, Extended Carapace, and 2x devourers
20 SpineGaunts
18 Hormagaunts
2x10 'Stealers with Extended Carapace
2xGunfex with Venom Cannon, barbed strangler, Enhanced Senses, and Extra Wound
The list comes to exactly 1500 points.
As far as performance goes, I have noticed some good points, and some extremely bad points
1. The Flyrant, as badazz as he is supposed to be close combat, always flubs the charge(usually causing no casualties) and wastes time. I am considering just making him the shooty version, despite the fact that I usually need him to kill other Monstrous Creatures. Rate-C
2. Walking Tyrant- His shooting is only good for knocking around speeders, and for him to get into close combat, someone has to stray too close(like Veiling Necron Lords). He does provide an anchor for my little bugs, but I can't seem to get much damage out of him. Rate-B
3. Warriors- I initially equipped them for CC, but since they cannot fleet anymore, this option is pointless. When they get to shoot, however, they can cause serious damage to infantry with 16 Twin-Linked, Living ammo bolter shots. Short range and my inability to roll armor saves means they usually get a couple of turns of shooting and are then vapourized all at once. Rate-B
4. Spinegaunts-Against this particular field of opponents, 20 just doesn't last against all those gauss blasters and pulse rifles, even with cover. However, they usually get to stick around and charge something and surprise me sometimes. Cheap and relatively effective as a distraction and in anti-infatry work. Rate-A
5. Stealers-Even with Extended Carapace and heavy use of cover, none of them live past turn 4, and are usually so depleted they have no impact in combat(one or two left out of twenty) by turn three. One nasty and often repeated trick is for the Necron opponent to simply Veil his immortals into line of sight and blow whole units away at once. At this point, they are 400 points of targets that I just cannot protect and never see combat. Rate-D
6. Hormagaunts-Similar to Spinegaunts, except much faster. The long charge range is a huge plus, but at 18 they are too easy for my opponents to wax. They are fine, but I need more of them. Rate-B
7. Gunfexes- A big disappointment. I guess I shouldn't have expected much from Nid shooting, but they never kill anything but speeders and the occasional Monolith when I get a lucky glancing damage roll. Otherwise, the lack of ap and accuracy that would make orks laugh(with my rolling at least) limit them to light vehicle killing and medium vehicle stunning only. They are still rather durable, however, and usually last the game. Rate-C
The Army: All of my little critters are blasted off the board quickly, even using cover and hiding behind terrain pieced from as many guns as possible while advancing. Necron Destroyers, Crisis suits and the like simply sit at max range and blast away with impunity, as my Venom Cannons are either tied up shooting at vehicles or bouncing off their armor save. Most games end up with the Fantastic Four stomping on things and making a big mess, but my opponents have learned to basically shoot off my gaunts and stealers and then hide his units far away from what is left to preserve VP's. I especially hate Gamma level missions. Winning isn't impossible or even a discouraging prospect, but every game ending the same way with only my 4 TMC's left is getting boring and frustrating. We are now moving to 1750 points games and I need to re-evaluate this set-up.
So far, I have thought of two prospective routes.
1. Hormagaunts get into combat fast and are relatively effective, especially against these shooty opponents. Genestealers simply get Gaussed off the table, so I am considering using a several units of Hormagaunst( about 24 each) as my troops to overwhelm my opponents with targets, and dropping stealers altogether.
2. Go full-on Godzilla. My big bugs usually last the game intact with anything smaller long gone, and I when I win it was on their shoulders. Why not just go with the Zilla list completely. I would probably use Zoanthropes instead of a third Gunfex. They are disappointing enough and Zoanthropes would give me the option to use the Scream Choir.
Well, what do you guys think? Am I correct in my analysis or are there gaping holes in my reasoning? Any advice or general suggestions will be greatly appreciated.