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Great Devourer Set Review - Units

conquest great devourer warpack review

Before I get started I would like to thank like to thank the reviewers that submitted their initial reviews in an extremely timely fashion. This was a huge set to review and I really appreciate the effort people put into formatting it correctly. I had minimal editing that needed to be done. If you are interested in submitting a review in the future let me know.

Also because of the size of this set, I will be releasing it in four articles. The first will focus on the warlords, their squads, and the synapse creatures. The second will be the units, the third will cover the rest of the nid cards and the final will be the non-nid cards.

I will take a minute to get on my soapbox and encourage everyone to report all the games you play at 40kconquest.blogspot.com. The more people we have reporting games, the more accurate it is. You can also go there to see stats on games others have reported to see if anything we say in these reviews turn out to be true or not.

Ratings

The rating scale as follows was offered to reviewers:

1- Very poor - Very bad for the foreseeable future, but may become a usable card one day in the meta.
2- Bad - Not a good card to play generally, but may have its role in some very specific deck builds. Not likely to be seen in a tourney winning deck.
3- Average - Will make some tourney winning decks, but not in every deck it is eligible for. Think hard before including.
4- Strong - Almost certainly a strong include for almost every deck that is eligible to include it.
5- Excellent - A definite auto-include of exceptional strength.

For Warlord cards, we use other Warlords as point of comparison, and account for their signature cards in their strength.

For Signature cards, they are rated in isolation, as if they were a Loyal card you could choose to include or not, but at the fixed number of cards required by the Squad.

Also note, that in terms of multiples included, a card does not have to be a 3x to be a 5/5 auto-include. Some cards are clearly designed to be included fewer times, and cannot be rated less strong because of this.

Synopsis
I’ll do the synopsis in the final article

The Reviews

Ripper Swarm
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Steinerp -4/5
It isn’t a Recon drone but a free command hammer is always going to be good (as least until more limited cards come out.)

Asklepios - 5/5
0 cost for 1/1/1? Even Limited, that makes this one of the best command cappers in the game, trailing only after the sheer efficiency of Recon Drone. For me, the limited package of Tyranids is 3x Ripper Swarm, 3x Promotion, and Digestion Pool can go digest itself.

I Fight Dragons – 5/5
Free hammer! You will probably run this in every Tyranid deck for a while, especially because you cannot run pirates and traders. Not quite as good as Recon Drone but still good none-the-less.


Kingsley - 5/5.
This is a great card and almost every non-Tyranid deck wishes it could play it. Pure efficiency, not much else to say here - this one will be a staple for sure.

Corvus – 5/5
It's not quite Recon Drone or Biel-Tan Guardians, but it will go into every Tyranid deck.

Strangler Brood
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Steinerp -3/5
They are cheap and have 2 hit points. Bonus attack isn’t bad if you have enough little guys and command to not mind that he doesn’t have any. But if you limit yourself to 1 non-command unit, this guy probably isn’t it.
Asklepios - 4/5
Cheap enough and with a good enough ability to warrant inclusion, but yet another command-free unit. Obviously better for Termagant themed decks.

I Fight Dragons – 4/5
Turns your tokens into major threats, a definite Swarmlord card. I originally underestimated the power of this card until I played a few games and understood just how many tokens you can generate. This card, for 1 resource, becomes a must-kill for your opponent. If you manage to get this and Termagant Spikers into play then your opponent needs very specific answers to ever contest you.


Kingsley - 4/5. While this unit has bad stats for its cost (1/2 with no icon for 1 is… really bad), its Hive Mind effect is one of the most relevant in the game. These will likely be a high priority target in any battle with lots of Termagant tokens on the field, as well as a common target for Regeneration and similar defensive effects.

Corvus – 3/5
This will probably be the first unit to die whenever its ability is relevant. The ability can stack, and having a 1 cost unit draw your enemy's fire can be an advantage, so it's probably still worthwhile.

Termagant Sentry
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Steinerp -3/5
1 cost, 1 hammer and a positive ability, even if most of the time he will be just a late planet deploy.
Asklepios- 5/5
Basically, any Tyranid card that has a ratio of 1 command per cost is going to be absolute gold dust at this stage of the game, so this card would be an include even if it was just 1 for 1/1/1 and nothing else.
However, its way more than that. Its actually 1 for 1/1/2, with a Termagant trait for Clogged With Corpses, and a marginally useful ability to boot. Probably the most useful Tyranid card there is right now, unglamorous as it is.


I Fight Dragons – 4/5
If nothing else, this card is 1 command hammer for 1 resource; but it also packs a decent body an effect that occasionally is quite nice. Not much else to say other than you will probably run it in all Tyranid decks just for the cheap command, at the moment.

Kingsley - 4/5. Another near-autoinclude, though unlike Ripper Swarm it doesn’t compare quite as favorably to its counterparts in other factions. For Termagant-centric decks, this is an obvious great card, and for other Tyranid decks you still probably want to play it just as an efficient capper.

Corvus – 4/5
It costs 1 and has a command icon, so even Termagant-light decks are liable to run it until the cardpool grows. 2 HP points are a nice hedge against Area Effect, and the reaction often means the opponent has to kill a 2 HP unit, even if it comes in exhausted, before he can start attacking your tokens.

Hunter Gargoyles
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Steinerp -4/5
This can really jump around once planets start to become infested. As always a hammer would be nice so it could play a blackmane sentinel type role and contest/claim planets during the command phase before moving into a key fight. But a hammer would probably require it costing more.
Asklepios - 4/5
1 for 0/2/1 and a movement ability is worthwhile, and this card will likely see 3x inclusion for cost curve reasons. However, that 0 command is going to be a strong part of why Tyranids don't have a strong command game.

I Fight Dragons – 2/5
I’m very unimpressed with infestation out of the box. It’s a Khymera token that can sometimes relocate if you already went and invested in infesting the planet you want to move it to. I think it’s just short of being worth it.


Kingsley - 4/5. This is a very annoying unit in combination with various infest effects. Moving from planet to planet is very strong in this game, and if you can successfully infest the entire sector this becomes one of the best units in the game. Conversely, if you aren’t infesting very many planets, this unit becomes significantly less relevant.

Corvus – 2/5
It's like an Eager Recruit with a worse version of ambush. Units without command icons need something special to make them worthwhile and this guy doesn't have it.

Virulent Spore Sacs
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Steinerp -5/5
A cheap AOE that doesn’t waste an attack and infests the planet. Sold. Infestation is too late many of the benefits if at planet 1 but the AOE alone is worth it.
Asklepios - 4/5
2 for 1/0/1, but in reality its a pseudo-AoE. Play it opposite a stack of cappers, and it could be pretty effective. Even played to first planet, psuedo-AoE generated as a combat action can easily be worth 2R.

I Fight Dragons – 3/5
Cardinis on a stick, with infest to boot. I personally love to tie command with a pirate or trader with these things, and if they promote or go to snipe it then you can blow it up and kill their pirate with it. In an actual battle then this can also do a lot of work, especially when you can play out multiple.


Kingsley - 3/5. This unit provides a decent command ratio and a sometimes powerful ability, but its default stats are as bad as it gets. Overall I think this unit will see play, especially in Infest-heavy decks, but may well be replaced once the Tyranid card pool expands more.

Corvus – 4/5
A very flexible card. It helps command, it can punish the enemy warlord a little for hunting it down, and it's still relevant as an area effect ability late in the game. Clunkly as an enabler of infest effects, since sacrificing this guy while he's still doing his job as a command unit is not good value.

Scything Hormagaunts
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Steinerp - 5/5
The easiest, most consistent and fastest way to infest a planet. And a reasonable statline make this is a near autoinclude in infestation decks.
Asklepios - 4/5
There's enough interaction with infestation to make this a fairly easy include, and while 2 for 1/2/2 isn't great stats its around the benchmark for tyranids at this time. The existence of this card makes me more inclined to pick a synapse creature that has synergy with infestation.

I Fight Dragons – 4/5
Solid stats and infests the planet. Good for setting up a Spore Burst, Zoanthrope, Venomthrope, or Gargoyles. It’s yet another solid unit that will likely be run in almost every deck.

Kingsley - 4/5.
Two for a 1/2/2 is the Grizzly Bears of Conquest, and this unit packs a strong ability to boot. I suspect the Hormagaunts will be a near-autoinclude for some time to come.

Corvus – 3/5
Even if you don't have much infest synergy (and I suspect the best decks won't), you're still running Spore Burst and Venomthrope, so this unit's ability should be relevant enough that it makes the cut in all decks until options for low-cost command units broaden.

Toxic Venomthrope
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Steinerp - 5/5
2 hammer for 2 resources units are generally solid by themselves. That this guy helps with infestation/potentially becomes a Rogue Trader is a very positive bonus. Also doesn’t have to be ready to infest the planet.
Asklepios - 5/5
2 command for 2 cost means this card is 3x instantly. Now compare this card to every other 2-for-2 in the game and we are looking at a rare miracle: a card that Tyranids have better than the equivalents in other factions. Expect this card to be a Tyranid staple for this LCG's entire lifespan, without question.

I Fight Dragons – 5/5
The best Tyranid command unit out of box. Two health makes it harder to protect but your opponent either goes and deals with it, or lets it net you free economy. Damned if they do, damned if they don’t

Kingsley - 5/5.
Tyranids only get one two for two, but it’s a doozy - probably the best unit of its type in the game. Barring massive changes to the meta, I think this card will be featured in Tyranid decks everywhere for quite some time to come.

Corvus – 4/5
Since you don't have access to Traders and Pirates, this card is a must. The statline, the utility of infesting planets, and the flexibility of the bonus make for a very respectable card.

Termagant Horde
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Steinerp - 3/5
A 1/3 and 1/1 for 3 isn’t an awful deal but not great either. However the 1/1 can potentially be much better than that and if this guy gets to pump out a couple of tokens, even better.
Asklepios- 3/5
3 cost is high, and competing with Spikers, but the ability is useful for decks running the termagant theme.


I Fight Dragons – 3/5
It’s effectively a 2/4/1 for 3 (a worse Tyranid Warrior), but you get more value if a battle goes for multiple rounds. I don’t find that happens too often, however. It’s a solid recovery card for Gleeful Plaguebeast because the token comes in after the effect. Three resources is expensive, and this unit is just slightly underwhelming for the cost.


Kingsley - 3/5.
This unit can be quite a problem in a big fight, but is rather combo-heavy and has inefficient base stats. I would have liked to see this unit with 2 ATK - as it stands it’s decent but not amazing.

Corvus – 3/5
If he dies before he gets to make 2 tokens, he's a much worse Kith's Khymeramasters. There's also a risk of hitting the 10 token limit if you're running Swarmlord. If you can steer the game towards drawn-out fights (with Swarm Guard) he might be an all-star.

Volatile Pyrovore
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Steinerp - 4/5
Good statline for the price and a solid ability that will result in an increase in drawn planets.
Asklepios - 3/5
A very silly card, but a decent means of soloing the first planet as it discourages solo warlord commitments. However, it can be played around, and is rather inefficient for cost.

I Fight Dragons – 4/5
Blood Angels Veterans in stats and cost, but the ability means your opponent likely won’t attack it with their large unit so it tends to stick around and do work. The only thing keeping this from being a 5 for me is that it doesn’t trigger from abilities from events and units like Klaivex Warleader.


Kingsley - 5/5.
This is an excellent card and I expect it will see a lot of play, though if Chaos becomes more popular I expect that this unit might get drawn back on a bit, as it’s weak to damaging effects other than attacks. Luckily, attacks are still the fundamental way that almost every other deck gets rid of enemy units. Most warlords cannot comfortably engage this unit without tricks or shields.

Corvus – 4/5
The best kind of combat unit. It hits too hard to be ignored and can't safely be attacked. Note that there are plenty of ways to play around the interrupt: rout it, kill it with an expendable unit, or kill it with a non-attack effect.

Termagant Spikers
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Steinerp - 4/5
I hear massed ranged is good. If you have a few tokens and can give them AOE, you are in great shape. Lots of other potential as well.
Asklepios - 4/5
3 for 1/1/3 Ranged is already better than the other 3-costers in the faction, and the ability text makes this a 3x autoinclude.

I Fight Dragons – 4/5
This units effect wins you battles with any deck that spawns a lot of Termagant tokens (Read: “The Swarmlord”). Ranged is powerful. Mass ranged is ludicrous, especially when combined with some of the other Termagant effects. Add on the fact that it has 3 health, making it hard to kill, and you’ve got a card you’ll see in every token deck.


Kingsley - 2/5.
I know the combo potential is there, but 0/1/3 ranged is awful without many Termagant tokens to empower (and ideally a Strangler Brood or two as well in order to make the Termagants actually hit hard). I don’t think it will be particularly strong, though I would be happy to be proven incorrect.

Corvus – 3/5
The effect is obviously very powerful, but might be overkill, and expensive units without command icons are doubly suspect. The cost and the fact that it can't defend itself if the termagants aren't flowing also make it fragile. The other cheap hive mind units seem more essential to the Termagant deck so if anything doesn't make the final cut it will be these guys.

Tyranid Warrior
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Steinerp - 3/5
No ability but good stats and 2 hammers for 3 can’t be dismissed out of hand.
Asklepios - 4/5
Back in core set, 3 resources for a 2/1/5 Mobile Soaring Falcon was reasonable value. The tyranids are in their "core set" stage, so this terrifyingly dull 3 for 2/2/4 currently makes the cut. Expect it to stop doing so before the Planetfall cycle is done.

I Fight Dragons – 4/5
Solid stats for the cost, and two command hammers to boot! No text means that this might get replaced later on down the line; but until then, this will likely see a large amount of play.

Kingsley- 4/5
This is a solidly good, albeit somewhat bland, card. In my early testing it’s actually been a fairly key 3x for most Tyranid decks, but I suspect that as the cardpool grows this will perhaps fall by the wayside. For now, though, it’s quite good.

Corvus – 3/5
Boring but passable statline. This could be the mid-size unit for Tyranid decks that helps shore up the weak command of their cheaper cards, but maybe the best decks will be so specialized that they don't need a placeholder like him.

Swarm Guard
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Steinerp - 3/5
Will keep your gaunts alive for the key battle, however the bonus doesn’t last when they go to HQ so the horde is doomed should a single Tactical Squad show up. But they will at least get you the planet first.
Asklepios - 4/5
Worth a couple of copies at this stage of the game, as it synergises with a lot of cards, especially Hive Ship Leviathan. Let’s not pretend 3 for 1/1/5 is great stats though: it’s all part of the deal, where Tyranids get awesome advantage from Synapse Creatures so get boned on their other cards.

I Fight Dragons – 4/5
You play token based deck. Your tokens die to area damage. You play this card. Your tokens no die to area damage. Your tokens no die to most things, actually. This good card. You run in token deck. Yes.


Kingsley - 4/5.
The Swarm Guard gives your Termagant tokens substantial resilience, and thus seems like a staple in Termagant-centric decks. Keep in mind that this ability does not work in HQ, though, so if you have a bunch of damaged Termagant tokens win the battle and make it back to base they’ll expire. That and the inefficient base stats are all that keep this from being a 5/5, though - the core efficiency is huge.

Corvus – 4/5
Your opponent has to kill or rout this unit before he can even start to turn the corner in any fights with Termagants. With cards like Spore Burst, the Hive Ship, and Regeneration to keep him around, he could be very resilient. Keep in mind that damaged Termagants will die as soon as the Guard and the tokens aren't together at a planet, but I don't think that will stop him from helping Tyranids towards grindingly inevitable victories.

Adamant Hive Guard
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Steinerp - 4/5
This is not indirect damage so he can redirect more damage than he has health if it dealt as a single action (such as an AOE). However this also means he only gets 1 shield to avoid dying. Despite how many reassignments are done. (Of course you don’t have to reassign so you can just shield the original target)
Asklepios - 3/5
So looks like the theme of tyranids is "can do what other factions can, but in a different way."
4 for 0/2/5 and a bodyguarding ability is very similar to Fire Warrior Elite's 3 cost for 0/1/5. Different sorts of bodyguarding apply here of course, as Adamant here has a much broader coverage, and is parsed as a reaction to assigning damage rather than an interrupt to an attack. Timing rules look to be very important here when it comes to defending against multi-target damage. Say we have ten 1/1 Termagants and a Hive Guard present, and a Warpstorm gets played for 2 damage apiece. Our rules-heads have kindly confirmed that you can save all ten Termagants!
To me, this unit is interesting, but just not a good card, likely to see play in early Swarmlord decks because of lack of other options in the card pool, but in the long run one for the binder.

I Fight Dragons – 3/5
This costs four with stats below the stat curve and no command. The ability is a nice silver bullet to Warpstorm, Gleeful Plaguebeast, Area Effect, or targeted damage; so it’s viability is directly tied to how much of those effects are being played. It will likely be a lot more, once people adapt to the Tyranids entering the Traxis Sector. We’ll see.


Kingsley - 2/5.
Solid protection for your Hive Mind units, but at the price of inefficient stats. I don’t think this will see much play, since the best Hive Mind units have high health already and there are better ways to protect your stuff.

Corvus 2/5
Definitely overkill. Swarm Guard does a better job of protecting your Termagants from Area Effect. Protecting weak Hive Mind units like Strangler Brood is nice, but that's still using a 4-cost unit to defend a 1-cost one, and trying to build that kind of narrow three-cards-deep synergy (your Hive Guard protects your hive mind units which boost your Termagants) is just asking for trouble in Conquest.

Ymgarl Genestealer
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Steinerp - 4/5
Solid statline by himself the +2/+2 is a nice bonus. As as with the rest of these you probably already will have a fallback or two in the deck to protect your synapse, so he can be protected a bit as well.
Asklepios - 3/5
2/4/4 for 5 cost is pretty bad, so we really want this to be 2/6/6, and that means not picking Savage Warrior Prime, and being happy to telegraph our plays. If Shrieking Harpy didn't exist, I'd probably run two genestealers. Because it does, I won't.

I Fight Dragons – 3/5
I like this unit a lot. A five cost unit is hard to play in a game where cheaper units get you more through-put on average for the cost, but this guy has the stats to back it up if either of his persistent effects is active. Overall, a solid elite choice if you want to run elites.


Kingsley - 3/5.
In the right situation, you get extremely efficient stats for the price, and in the wrong situation you still have pretty good stats. This unit will be terrifying in the upcoming Subject Omega, where he gains Ambush at infested planets and thus can potentially show up out of the blue with a 6 damage attack to the enemy warlord! For now he’s a 3 but this will easily be a 4 or even a 5 in Genestealer-centric decks.

Corvus – 2/5
Completely unplayable without the upcoming Genestealer warlord. The current cardpool is very hostile to big dumb units because of Archon's Terror, Fury of Sicarius, Eldorath and Klaivex Warleader, among others. Add in ambush and my interest goes up only marginally.

Ravenous Haruspex
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Steinerp - 3/5
Hard to kill and 3 damage is the magic get past all but 1 of your opponents shield number but unless he comes out early I would rather have one of the other elites most of the time.
Asklepios - 2/5
Another trap card, too expensive for 1/3/5, even with that ability. This is mitigated slightly by the fact that I suspect some Tyranid decks will run 3x Fall Back.

I Fight Dragons – 4/5
Weak stats, but if you get the effect to trigger just once, it likely is worth playing this card if you want the economic boost. Resources let you play more units, bigger units, and events; all things you want to do, generally. I feel a Tyranid Elite deck, if one shows up, definitely runs 3 of these.


Kingsley - 2/5.
This unit is interesting but ultimately I think the stats are just too weak for the cost. Compare to the upcoming Striking Ravener (https://images-cdn.f...k09_cardfan.png), which has both better stats and a better ability. To be fair, Striking Ravener is probably a 5/5 card, but I don’t think the Haruspex has what it takes.

Corvus – 2/5
Maybe the high cost is blinding people to the fact that it's only slightly tougher than your run-of-the-mill Warlock Destructor or Snakebite Thug. You can try to trap suitable units for his reaction by deploying across from them, but any crafty opponent will be able to deny you your refund more often than not, under which case the odds of him being worthwhile are inauspicious.

Biovore Spore Launcher
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Steinerp - 3/5
Cost 6 is big but the ability is great.
Asklepios - 2/5
A big and decisive ability, and attached to a 6HP body that is going to be hard to shift without ability text. However, we're still looking at a 6 cost unit, and this game has typically struggled to allow decks to include more than 1x of such a big unit without ruining a deck's tempo.

I Fight Dragons – 2/5
The cost kills this card for me. It’s a very powerful effect to have on board, which makes up for the mediocre stats; but you really also want Termagant Spikers for this to really shine, and that’s a 9 resource, 2 card combo. Just too expensive.


Kingsley - 3/5.
This ability is extremely powerful, but the cost is very high, and it requires a combo with several other units (which is in turn harder to achieve when your critical combo piece is itself expensive). I might just be biased by the terrible art, though? Definitely one to watch for the future.

Corvus – 1/5
I suspect the path to victory for Termagant decks will usually involve slugging it out with unaltered Termagants, not going to this much trouble and expense in an attempt to make combos happen. Obviously insane along with Termagant Spikers, but there will always be more practical and consistently good ways to spend 9 resources.

Shrieking Harpy
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Steinerp - 4/5
Potentially an excellent closer that can lockdown a planet. Lots of potential but six cost is just so high that he can’t get a 5.
Asklepios - 4/5
Right now, I guarantee a bunch of people are trying to build Elite-centred Tyranid decks, just because cards like this one look so blindingly awesome. Frankly, I don't think it’s possible yet, as Spore Burst is no Gift of Isha, and Digestion Pool is no Splintered Path Acolyte. 2/2/5 flying and an incredible combat reaction does make this an extremely decisive card, however, and I suspect more conservative Tyranid players will be running as low a cost curve as they can generally, then picking this as their 2x big unit to round out the deck's finishing power.

I Fight Dragons – 3/5
I’m still not 100% sure this is worth the cost and the set-up necessary. I will just say that if it happens, you basically win. It’s just that you need to make it happen, uninterrupted, that is the hard part.


Kingsley - 4/5.
This unit might have bad stats, but in the right situation, it will win battles on its own, especially in the current meta where Elites are quite unusual. If it comes down to a big final battle on the key planet, this might actually be the best unit in the entire game to have on your side - assuming the planet is infested, of course!

Corvus – 3/5
I'll concede that it's the most interesting Elite in a while, although I still don't like the card. Flying makes it easier to play around Fury/Klaivex and the Reaction is impressive. Putting enough infest cards in the deck to reliably trigger his Reaction has a big opportunity cost. Even outside of the normal ways of dealing with Elites, and the backup plan of ignoring them and winning big elsewhere, there is plenty of counterplay to his ability – ranged units, ambush-style effects, and opposing Elites.

Burrowing Trygon
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Steinerp - 2/5
No terror immunity. No ability. Beefy statline but will cost 6 or 7 most of the time and that isn’t that good. If nids ever get a Khymera Den for Gaunts (they won’t!) this guy would be come good but for now clumping up tokens won’t be worth it.
Asklepios - 1/5
Fact is, that even Swarmlord / Tervigon is only going to put 2 Termagants on a single planet in turn 1, and the timing of that (command phase) is going to be too late for Trygon's deployment. So in turn 1 it's 10 cost, in turn 2 perhaps 8 cost, and so on. Compare this card to the Black Legion Heldrake and it looks to be worse all round: worse stats, harder to discount, and most importantly no Keyword.

I Fight Dragons – 1/5
At what point does this card reach a “playable cost?” For me, that’s at 4-5 tokens, all of which are at one planet; and then I need 5-6 resources, which means I likely won’t play anything else that deploy phase or any events. It also has worse stats than a Heldrake for a higher cost on average. This just seems unplayable.


Kingsley - 2/5.
Sure, you have great stats, but they come at a high price, even with the reduction. It should be pretty normal to see this guy coming out for 8, but 8 for this statline isn’t a good deal - compare Black Legion Heldrake. If you can get the price down to 6 or 7 it’s decent, and below that the unit becomes extremely good, but I suspect it will be quite hard to do that outside of Tervigon decks.

Corvus – 2/5
A very big, very dumb unit. The card is guaranteed to sit uselessly in hand for the first few turns of the game. Trying to pile Termagants onto a single planet is probably going to lead to some very poor short-term gameplay choices. If you're behind and the enemy is doing a reasonable job of killing off your tokens, Trygon can easily get stranded in hand for the whole game.


6 Comments

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LordVampire
Aug 21 2015 04:09 PM
A question: will Termagant Horde combined with Savage Warrior Prime trigger the Horde's abillity, if the planet is unchallenged? Or is the combatphase skipped entirely if unchallenged? Else , that might be a nice combo, to get maximum use out of it.

It triggers,once battle is initiated by the Prime there is a set of action windows (to allow for drop pod assault and such)

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LordVampire
Aug 21 2015 08:01 PM
Thought as much, thanks!

I am with Kingsley on Spikers. Ranged is powerful but 3R cost and no command icon hurts a lot. I'll try it 1x on my initial swarmlord build for the late, game winning battle and see how it goes... On theory I prefer the other Hive Mind options.

I'm now of the opinion that the Termagant Spikers and Volatile Pyrovore reviews I gave are just plain wrong. 

 

Kingsley's assessment is far better, and I suggest disregarding my comments and scores, and going with his.

After finally getting some testing done:

I still don't understand what other people see in Hunter Gargoyles.

Tyranid Warrior always pulls its weight, but the 3 cost slot is kind of crowded.

Termagant Horde is great. It spawns a token and draws enemy fire even when it comes in exhausted, and the vast majority of the time he means the opponent really can't afford to go 2 rounds with you.