Cosmic_Seth wrote:Why take out the terminators the nids can't touch a 2+ save.
Nids have a lot of tools in their war-chest to get around that 2+save; for example, if you fail to take out their synapse early, a nid player can just throw a full unit of gargoyles or 'gaunts at them. Yes, the termies will win, but it'll take 2-3 turns to get through all that fearless body-mass, allowing the nid player to munch on the softer bits of your army. Also, the nids do have access to plasma from exocrines and plasma-barfing carnifexs.
The terminators are just too expensive and can be countered by a unit at half their cost. Now, they can work, but you have to work really hard in creating tactics to overcome the two above mentioned scenarios.
No argument...but adding Big Bugs can Smash for AP2..

The main way Tyranids can beat Terminators is volume of attacks, if you roll buckets of saves, some will come up 1's....the best simple thing I can suggest is build you
Tac sqds with a Flamer, and a Heavy Bolter in each sqd....cheap, easy, effective.

I don't think you Need drop pods, but one or two sure can't hurt.

In general you need to deal with two threats 1) Big Bugs, so you need monster hunting teams. 2) Swarms, if you can't deal, you'll be overwhelmed.

So you need to have tools. The Thunderfire is a big step in the right direction.

A tank or two is also almost always a useful expenditure.
If you're "custom building" don't Smurfs have Tyrannic war vetrans? There might be something there to grab onto...?
Oh, and get some anti-air assets, 'cause Big Bugs can often fly