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The Armies of 40k => Tyranids => Topic started by: AceV53 on August 9, 2002, 01:15:28 AM

Title: A Non-Mutated Army
Post by: AceV53 on August 9, 2002, 01:15:28 AM
How many people play a non-mutated Tyranid army? I play without mutations and I've fared really well. Actually I won my first game as nids  ;D. What's the best nid in your army list?
I don't quite understand all these mutation rules in the codex. I read it, think one thing only to have it negated by a veteran player. I don't know, I'll get it down someday...
Title: Re:A Non-Mutated Army
Post by: The Hive Custodian (Retired) on August 9, 2002, 01:59:33 AM
Mutations or Biomorphs? There is a difference, mind you...
Title: Re:A Non-Mutated Army
Post by: AceV53 on August 10, 2002, 01:54:55 AM
Oh sorry the Mutable Genus got me confused. Biomorphs
Title: Re:A Non-Mutated Army
Post by: The Hive Custodian (Retired) on August 10, 2002, 03:01:59 PM
Ah, biomorphs... well, while it is certainly possible to fight, and fight well, without them, biomorphs add a lot of flexibility to your swarm. You just pick 'em, and add up the points. If you can, try to beat the WS and I of your main opponent by 1. Extended Carapace is only good on the bigger creatures. Toxin Sacs can be good, but it depends on what you want the creature to do. Wings are good on larger bugs, but for the smaller ones you're ususally better off with Gargoyles. Leaping is okay. Flesh Hooks are like grenades, so if you plan for a lot of cover and walls, take 'em. Implant Attack is only against armies with a lot of 2-wound creatures (Thousand Sons?). Enhanced Senses is a must if you have a gun. Bio-Plasma is cool, but expensive.

Generally, find a purpose for a species, and take only the biomorphs related to it.
Title: Re:A Non-Mutated Army
Post by: Antediluvian on August 18, 2002, 06:18:37 PM
I say termagaunts suck. If you want a "good" gaunt give it spine fists. thats it. 5 points for 1, kills a marine if you roll a 4 and then a 5.