|
This is pretty coincidental, I've been playing guard for a couple years and my buddy I play with often plays crons and nids so I have pretty good experience playing both.
So deciding on horms or terms it comes down to if you want to be more fun or more competitive. Horms will be decent in the beginning and terms will be much more competitive even later on.
This goes for shooty nids vs close combat nids. Shooty nids will usually be more competitive vs close combat nids. My buddy usually ran close combat nids but once 6th hit he's been running shooty. This is mainly because once he lost drop pods I would gun his synapse down and once it was gone the rest of his line would crumble and fall apart.
My buddy also never ran the flyrant before because he loved foot tyrants with tyrant guards or swarmlord but now he always runs flyrants because it's so easy for guard to kill key synapse creatures.
So here's some info on guard:
Your dreaded enemy=wyvern. It will mulch any infantry unit you have in one shooting turn. If you don't have all your stuff spaced out to the maximum 2 inches it will stack wounds like crazy.
Russes are extremely hard to kill with shooting from any weapons. Only lance them from warp blast or don't shoot them.
Mech lists spam x3 plasma or x3 melts vets in chimeras. If you assault the chimera and blow it up the veteran squads have enough fire power to just about kill any monstrous creature I return. When I get a chance to explain blobs I will get to that next!
|