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Tervigons - I recommend taking two. As Troops. Although it is illogical, it seems that most players who use 1...roll doubles for their first spawn. And as Troops they can be rather nasty to move off an objective. My usual set up is Claws, AG, TS, 3 powers (traded for Biomancy) and Regen if I have points for it.
Hive Guard - Hive Guard are better at dealing with low AV tanks (10-12) they have better range, effectively ignore cover, get more shots, and don't have to worry about Perils or DtW.
Zoanthropes - better at taking out heavier armour (AV 13-14), however, there is a 1 in 18 chance of perils and a 1 in 6 chance of the power being negated (1 in 3 chance if the vehicle has Psychic Pilot). Doom on the other hand (in Spod) can wreck havoc in the backfield. Especially against low LD units.
Warriors are hit or miss. They can be nasty in CC but with no EW they are easily wiped out. The only thing they are useful for is providing Synapse to keep guys locked in CC.
Genestealers got hit hard with the new rules. I suggest running them as Ymgarl. After all, how many units get to assault out of reserves?
Carnifexes are way to expensive for what they do now. Though the fact you can bring them as a bodyguard for Tyranid Primes helps out.
Mawlocs are a poor mans Trygon. TftD is kind of neat, but Trygons get more attacks and have a better WS. Plus if they pass IB (or get charged) they have a shooting attack to soften up the foe.
Raveners suffer the same problem as Warriors. Although if you can get a charge off they can be deadly.
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