we always need luck in our dices if we want to win
I agree that Nids usually have a bit of an issue with heavy vehicules so the electroshoc grub is important on the flyrant, but this list is full of Carnifexes and Zoanthropes, which can dish out str10ap2 hits relatively easily. Flyrant can also add a smash hit in close combat too if I really need it.
I think that with enough of these guys you can avoid the eletroshock grubs. Im lowballing it a bit but its still acceptable I think with 1500pts out of 2000pts that are soft counters to them, most armies dont pull out super heavies. those that do still have a lot of threats to deal with before considering themselves safe from this list.
Im taking the defense line since im not infiltrating the devilgaunts and I wanted them to have a chance at surviving, I would be setting up the wall arround mid board to move forward under good cover. The lack of Comm rellay is due to no infiltrators at all and lack of gun is because I would be planning on moving forward with the army due to my low range, so Im not gonna leave a portion of my army next to the gun to fire it on its own. Also, its basicly through lack of points, even the defense line was a last thought add on, used to have 4 lone Zoan but then I realised an aegis defense line helps more then a fourth Zoan.
extra venomthropes would be good but I dont want to spend too much points on the defense, especially one that could still just die easilly wether I double them up or not depending on how many smartmissile system or serpent shield on the board im fighting. I chose only 2 because with carefull positionning I can keep these guys alive and they become an incredible asset or if the opponent has what he needs to counter them then im not losing too many points.