Ah the Tyranids, an army that I know and love. As any Nids players (or people who fight Nids) know one of the biggest flaws of the codex is the lack of assault grenades on almost all units. What use is a fragile, close combat army that strikes at initiative 1? Whether they intentionally did this or purposely forgot who knows, but it has screwed even them over.
http://www.games-workshop.com/gws/content/blogPost.jsp?aId=8000027a "In the end Phil's swarm proved too much for the Orks to repel and the Hive Mind claimed yet another world. Though things didn't go smoothly for Phil and he had particular trouble shifting Alex's units who were sensibly lurking in cover. He says 'after charging a mob of 30 Shoota Boyz with 25 Hormagaunts I lost nineteen Hormagaunts at the cost of a single Ork!"
My suggestion? In my campaigns and friendly games we will treat all Tyranid units with the "Move Through Cover" special rule as if it had assault grenades. You're telling me that a Hormagaunt can speedily slither and slide through cover but when an enemy unit is there it slows to a crawl, unable to initiate combat? This is great for our gribblies and our big boys, but still keeps things like Genestealers and Warriors from shredding through any and all units during the first turn automatically. It's just a thought, I wanted to see what you guys thought of this, whether it's a good idea or not.
PS- Why is the Lictor on the Warhammer
40k slide on
GW website?