I should really set myself a schedule for updating my blog here. Currently the real world is pulling alot of my time away from the hobby, which is ok though I'm hoping things settle down by April :) I havent even had much time to paint lately (let alone post) though I do get a chance to game!
In the last 2 weeks Ive had two games against the new nids, a 400pt combat patrol an a 750 pt - against one of the store staff where I play (who is apparently quite well ranked in Aus tourneys). Of course I played Grey Knights, as my Marines are not yet finished. A loss and a draw respectively I've had. Here's a few quick thoughts on nids:
Swarm armies: It's been insinuated that the ability for this has been nerfed with the new dex.. I would have to say not so :) Tervigon's are the key to this. In the 750 pts game, I killed around 400 pts of nids by the end of turn 6, the final turn, and there were still about 800 pts of nids models on the tables. You see for each guant squad you take, you can take a Tervigon as a troop choice - and you can still take one as your HQ. My opponent ran out of models twice before I managed to get to a tervigon - it's easy to make a wall of gaunts to protect your tervigon, add to that even if you do get to him, it's Strength 6, Toughness 6, Wounds 6. It required my Grand Master's force weapon to take the damn things down and it took a while to wade through the waves and waves of gaunts that kept being spawned.
Rules: I think with 'nids the hardest thing against them is remembering any rules that are to your advantage. For example, when you kill a Tervigon, apparently all gaunt squads in 6" take 3d6 wounds. I did not know this and I think my opponent did not remember/was not aware. Someone clarify if this rule is correct?
That is all for now :)