New batrep
HERE and copy-paste of my comments.
AFTER ACTION REPORTWell, I took a fait beating but this game allowed me to evalutate the impact of the 9.2 changes. I think I lost mainly due to a combination of bad army list (I wanted to try out my new bio-tanks, which sucked up a lot of points and made me short on activations) and facing the AMTL (never good for the nids). If I had to repplay this game, I'd ditch one Assault Group in favor of more Independant Swarms (Lictors, Stealers or Harridan).
The Light Vehicle for TW is a far reaching change, it really impacts the list. Mixed swarms are now compulsory and the TW are much more vulnerable. Raveners become a must-have in any swarm containing TW.
All of this, I think, is a
good thing. Making an army list is now a real challenge, as you have to find a balance between all the different unit types. I feel that each Synapse choice is now balanced with the other, as they all come with flaws and advantages.
As for the Common Broods, I withdraw my comment about 4 Gaunts for 75 pts being too cheap. Even with the boost to Hormagaunts, it's OK, mainly because they're no longer targets of choice. 2xCC5+ with FS feels great for the Hormagaunts, by the way. It's powerful but now that the TW have become more vulnerable I think the 'nids should be all the more nasty if they manage to reach CC.
Also, the thing I like the most is that all 4 common brood types now have a distinct role: Gargoyles provide AA shots, Termagants decent FF, Hormies are violent in CC and Raveners are finally useful as bodyguards for the TW.
All special rules changes are great. Swarm reorg at the end of the turn, Expendable Gaunts, Mobility, Tunnelers: it's all good IMO.
So yeah, I lost but I have really good feeling about this list and I can't wait to try out new things with it.