I can give some information as just about everyone in my Kill Team group has Tyranids (to the point we joke you have to have them join the group) and my Genestealer Cult Kill Team was turned in to a full army. Do note that I am by far the weakest Tyranid Kill Team player in my group though. Warriors and Lictors work pretty well as they are reasonably tough and have enough wounds that it can take a few hits to even start working on Flesh Wounds/Killing them. The Lictor are particularly strong forcing a 5+/6+on almost all shots toward as Cover is easy to get in Kill Team. I haven't entirely figured out Warriors though my better opponents usually have a decent ranged version and sometimes a scary melee one too. I can tell spinefists are a waste. I would like to give you a better idea what Warrior weapons are good, but I can't really remember at the moment. Genestealers seem to work out better point for point to hormagants as they get into melee easier and are much more frightening once there. Swift and Deadly is usually better than extended carapace. Scything Talons don't stop the model from also having Rending Claws. Termagants strangely enough can work in Kill Team at least with Hivefleet Kronos. I only have the 5 easy-to-build which I do like to include a few if for nothing else than hold objectives and plink at the enemy. Hivefleet Jormungandr is my Kill Team subfaction, and it is horrible. On the boards I play on cover is extremely easy to get. Even if it wasn't, any pure melee units are just needlessly slowing themselves down to get the subfaction bonus. I don't think it will cost you games as Tyranids are pretty good in Kill Team, it is just that it may be the weakest subfaction of the Tyranids. Changing gears to GSC, I am much more knowledgeable about them. I play Rusted Claw which is one of the less good subfactions in Kill Team. Twisted Helix is one of the better ones though. Unfortunately, GSC is one of the weakest factions in Kill Team at the moment. This is largely due to the faction absolutely needing to win certain Initiative rolls (which are always 50/50) to ensure they get the charges they need. Even if they win initiative and manage to get the charge a miss, failed wound, made Save or even a Flesh Wound result can very much mean death to the faction's glass hammers. So there is a lot things that have to go right (some of which is out of your hands) for them to work. But when they do, the faction can cause a lot of hurt. Acolytes with rock weapons are good. Particularly the Rock Cutter as breaks the game skipping the Injury roll. The Rock Drill is points intensive but okay (still probably a pass), and the Rock Drill isn't as impressive in Kill Team as it is in full 40k. Hand flamer Acolytes are also kinda okay. They don't generate many hits, fail to wound quite a bit and are easy to save. That said, having one on my Icon Bearer has worked a couple times particularly for Overwatch. I think the Bonesword is okay. I am less convinced about the whip and sword as the point could have easily been spent on a hand flamer. Even not spending to point allows the Acolyte to keep their stubber pistol which is still a chance to injure the enemy units. As Twisted Helix, you will probably want Aberrants. I like them. Or I like them better than Genestealers, though; I suspect the mathhammer has the Genestealers being better. I would avoid the hammers as the -1 to swing make the unreliable, more so as Flesh Wounds pile on. You might be able to get a Combat specialist to work with a hammer, but there are also so many other melee units that want the specialism. Neophytes are fine. I like the shotgun, but the autostubber is probably better. It allows them to serve as backline objective holders much better. The Mining Laser is nice. I like to throw a Comms Acolyte to try and get the most out of one since once they hit is all down hill to removing an enemy unit. I haven't found the Seismic Cannon very good as each setting has a pretty big flaws. Strangely, I kinda like the Heavy Stubber. My opponent's tend to have less of a hate-on to kill it compared to the mining laser and its range means it can hit just about everything at short range. The lack of AP sometimes is an issue though. Grenade Launcher is decent since krak grenades can pack a surprise punch. The Webber has never really worked out since tends to have less shots than a bolter with shorter range on a unit that already doesn't have the BS of a marine. The flamer is pretty good in Kill Team. Melee weapons on the leader are probably a waste, but I have had some success with the Power Pick on my Leader specialist in desperation, and I think the Power Maul can make a Neophyte into a sleeper CQC unit. I honestly haven't used Metamorphs yet. For the longest time I just had 5 acolytes, and by the time I bought more I was starting a full 40k army which needs tons of Acolytes. I think the rock weapons outwieght the extra attack. I also prefer Aberants or even Genestealers to Metamorphs as well. It has been some time since I played Kill Team and a bit longer since I played my GSC. I also don't really weight the pros and cons for optimized lists (I generally don't even bring a roster when playing Kill Team either). So I have some experience with playing, but I know for a fact I don't build the best teams. Just the same, I hope this helps. At very least, someone else can point out where I am wrong.
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