Brother SRM wrote:I don't see any glaring problems with Tyranids, at least from an opponent's point of view. I wish my buddy used more Gaunts since I love blasting the little guys, but that's more of a personal thing than a problem with the codex.
It doesn't say much good about the codex when you wish your opponent carried more of their most common troop because they're so easy to kill.
Compared to guardsmen, termagants are overcosted. Guardsmen get Orders, better armor, free grenades (which can hurt tanks), longer range, higher leadership, and don't need to be babysat. Termagants get bolt pistols and higher initiative (which kind of goes out the window since nothing in the army can take grenades).
Compared to boyz, everything is a joke, but hormagaunts especially. T4 means everything, powerklaws mean everything, need needing to be babysat means everything, S4 without upgrades means everything, 4 WS4 attacks on the charge with optional pistols shots... the list goes on. Hormagaunts get better initiative (which, without grenades, is a gamble), better Fleet (but Orks can ride trukks), rerolls of 1's in combat, and the ability to spend even more points to give them upgrades that put them
on par with 6 point boyz.
Not to mention that both of these examples leave out the possibilities of meching up the compared units, making them entirely invulnerable to be affected by swarm-level Tyranids.
Termagants only become good when gotten for free via tervigon, or when granted abilities via other members of the army. The same goes for hormagaunts, hive tyrants, trygons, and pretty much everything else in the book save for genestealers, hive guards, and zoanthropes. The codex has nothing undercosted, a lot of things questionably costed (with a possibility of overcosting), and a huge requirement for the expected synergies to occur. If you have a working Tyranid machine with all the cogs and gears in operation, your army is a fearsome beast. If somebody kills one of your units, the chain breaks and the army falls apart.