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Swarm Guard
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Swarm GuardType: Army Unit Faction: Tyranids Cost: 3 Attack Value: 1 Hit Points: 5 Command Icons: 1 Signature/Loyalty: Traits: Creature. Hive Mind - Each Termagant token you control at this planet gets +2 HP. These creatures are built like living shields and can shrug off wounds that would blow a man apart. Set: The Great Devourer Number: 27 Quantity: 3 Illustrator: Guillaume Ducos |
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10 Comments
I suppose that 3 Swarm Guards at the same planet stacks their Hive Mind Specialization... a bit OP?
Situational, but Yes.
Drop an AoE 1, then start routing or destroying those Swarm Guards, and suddenly all the Termagants die at once. Besides, we're talking WAY more than a 3 card combo, as you need to get all those termagants with it in the first place.
Swarm Guard looked like a clear Swarmlord include to me to start off, but now I don't run it at all.
If I have only 3 Termagants and 2 Swarm Guards (nothing rare here), thats a force hard to deal with. And if you spend an Army unit with area 1 (say Strike Force) and 2 Archons Terrors (more unlikely to happen than the 2 swarm guards) just to kill my termagants, I think i'm winning that battle already if its not a key planet to win the game.
Also, with Mycetic spores I can ruin your Archon's terror tactic. But thats another story.
Is not the best card in the game obviusly, but is very good, and stacking his Hive Mind is very powerful to me. I played hours and hours playing as Zogwort, where my 1/1 tokens explode at the end of the phase and are still amazing. And for me this is a scary card ^^
I think the swarm guard is amazing. If you are running the Tervigon and the Swarmlord you have no problem getting a number termagaunts going turn after turn. This is so important when you are right saying that they will just die back at the HQ after accumulating any damage. You are still going to get plenty more later even if it isn't all ten of them at once. Also, if the easiest way to get rid of these gaunts is to area effect them and wait for them to die back at the HQ you are forgetting that you probably still lost the planet in the process. That is huge. Termagaunts you probably got for free from your synapse and warlord and swarm guards that you will probably still have arrive at the next planet to help future termies... it may not be unbeatable but it certainly has consistent uses game to game.
I'm a fan of the Swarm Guard for many of the reasons outlined. To actually influence the battle in question you need to knock out a 5 (or 7/9 with regeneration) health creature. It also comes with a handy hammer. It helps massively with some of the most common anti-swarm tech (Cacophony that).
Whilst Brood Warriors are obviously the piece de resistance, these guys are arguably next in line (though I have a soft spot for Biovore). The two I'm not huge on are the Ranged and the +1 Atk guy. Ranged requires a lot of setup, and generally needs the +1 attack guy there too. In many situations (no AoE) the termagants would all get to hit anyway, in others (Warpstorm) Ranged doesn't help them. He also has no staying power or hammer. +1 Atk guy just dies before more than 1, maybe 2 termagants get a hit in.
I dunno, I'd rather pay one more for the Adamant Hive Guard, and put regeneration on that unit instead. The Hive Guard gives Termagants much better protection all round, and that protection doesn't retroactively "expire" when Hive Guard leaves the planet.
Adamant Hive Guard is pretty pathetic if you ask me. Though that idea is interesting.
Hive Guard lacks a hammer (this is very painful), the Hive Mind keyword (very relevant for Mycetic Spores), cannot be Spore Burst while costing more and doing less in the face of AoE. Sure, the Hive Guard doesn't "expire" in the same way Swarm Guard does, but the goal is to be cost-effective which I've generally found the Swarm Guard to be better at. Even if your opponent wins the battle (or eliminate a number of termigants when they go home), you've spent fewer resources to create a similar impact while having a unit that contests command.