When I talked about the Grot rule, I was referring to EpicUK's Tyranid ruleset.
I wrote up some quick battle "stories" rather than reports in the Battle Report sub-forum:
viewtopic.php?f=84&t=28273I thought I would save my overall impression from EEC for this thread.
Tyranids certainly are a hard nut to crack. I tend to agree more with Steve54’s impression than Largo’s. The list is certainly strong. Sometimes, I feel that the Tyranid army is more like a Giant Ooze or amoeba than a regular army. It sort of swells, or retreats in an organic manner, and works best if you can keep it together. It is extremely resilient to shooting and low-output assaults. I generally lose when my army gets fragmented or my opponent beats me in the assault game by a wide margin.
One weakness of the list is its slowness. Therefore, I generally pick both Harridans and a Malefactor formation. With the Transport rule, that is 10cm longer threat range, and it is one of the few transports where I prefer to stay inside than outside. Despite being BTS, it is extremely resilient and I lost it only once in the tournament (to Rug’s Eldar as described in game 1). Slowness (except for Harridan, which good players therefore target quickly) also makes it hard to claim objectives (killing off BTS survivors etc). I think Steve54 is right on the money when he says it seems hard to win and lose with Tyranids. Since most of us focus on winning, Tyranids might feel weak when we play them, but from an opponent POV, this means a complete reversal – it becomes hard for them to win).
Another weakness is its need for cover. I like to bring my cover (Carnifex, Exocrine etc), but in order to gain terrain and defend against assaults you need cover saves as well. When I play Tyranids, the worst thing I know is Scout formations denying area terrain with their ZOC. With so little shooting, you have to get rid of them as soon as possible. That is the reason I went for two formations of Biovores and a Dactylis. Despite that, I did not manage to clear out the two Ranger formations in the game against Rug, not even with Genestealers, and that cost me a world of hurt.
The other reason for bringing Biovores is that you can set up several assaults, and even if your opponent takes out some, you can still prepare your targets with them.
I feel that Tyranids excel when they can cover the board with Swarms and set up assaults through or from within cover. They struggle when they are stuck in the open, face a better tooled engagement army, and especially Eldar ones (due to Skimmer negating CC).
On the Dominatrix:
This is not optional, it is a must. I just cannot bring myself to play without it in a tournament. Supreme Commander, WE, the longest ranged attack in the army, the only MW (and BP on top), as well as the best AA available for the Nids. I have only lost it once, ever (and that was during the EEC game against Rug’s Eldar by being engaged by an Avatar with 16 Guardians, 8 Aspects and 8 Wave Serpents in support and rolling poorly for saves). It actually was not killed until the following turn when the Revenants singled up beside it and finished it off. Their only weakness is to Deathstrikes or similar attacks. The proposed idea of allowing two does not sit well with me. It would definitely kill any incentive to use the other Bio-titans, and further enhance Tyranid shooting. The Dominatrix saved me vs Necrons.
On rallying:
Last tournament I played in Sweden, I actually did not use the auto-rallying for Synapse swarms outside 30cm range of enemy, since I did not look for it and it was hidden in a special rule. It is certainly strong, and most importantly, it does not sit well with most Epic players. A +1 rally bonus for Synapse creatures would suffice, since I generally do not like the assymetry of automatic or 4+. It is extreme in both ends. A +1 bonus would make it 2+/3+, which would make for a more harmonic experience.
Edit: another important auto-rallying issue is that of They Shall Not Pass.
Swarming:
The mechanic works and does not take much time to execute. That is the most important thing. Allowing larger swarms than their original size is a minor issue in my opinion. They still break to a carefully executed assault. Maybe the extra Warrior option should go, forcing you to go to Medium swarm for increased swarming.
/Fredmans