Grakmar wrote:This should probably go in Army Lists rather than Tactics.
I'm no expert on 'nids, but from what I've seen, Gargoyles and Gaunts aren't particularly useful. Warriors are pretty sweet though, as are Zoanthropes (sp?). 3 Trygons is a bit overkill.
That is aweful advice.
First, in friendly games, gargoyles and gaunts are your friend, make sure you are fully upgrading the gargs, and keep them in synapse. Gargs are /awesome/ but aren't troops. They aren't for everyone, basically buy a bunch of gaunts and use some as gargs and see if you like them, it's easy to outrun your snapse.
Buy sacs and toxin for the tervigons.
Warriors aren't overly useful because they are extremely vulnerable to missle launchers and power fists, if you can give them swords and run a hive tyrant to outflank or have some other delivery method, they will utterly destroy pretty much anything that isn't a dreadnaught in
cc, get adrenaline sacs for them if you decide on them.
3 trigons is a good plan, remember they can be overwhelmed rather easily by thunder hammer termies or similiar elite close combat troops, and large groups of orcs, but against most things they will eat half the squad in close combat.
Tyranids aren't overpowered like some other things in some codex's, so they will take a little bit to get working properly, remember to give your front line of gaunts feel no pain or have them go to ground if they can to make sure they are resiliant, if you get them to charge with the tervigon within range, they should rip the opposition up. Also remember that as your units are all great in close combat, they lack grenades, try to avoid area terrain and assaulting through terrain if you can, also try to avoid letting the opponent multi-assualt any of those big units of bugs and one of your big ones.
Be careful of little "tricks" like tank shocking the gaunts then assaulting the tervigons and force weapons, jaws of the world wolf, ect. and you will be fine.