Tyranids or Space Marines? Which is more fun..

AlexanderW

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Sep 18, 2018
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Hi,
I have been invited to a Kill Team campaign that will probably evolve into a full blown 40k game. For my warband I have chosen the Death Guard with a lot of human thralls, but I don't really like how their rules work in game. Checking through the lists and I think the rules for either Space Marines or Tyranids could suit the warband better. Does anyone have any experience with these lists? Are they fun to play with?


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Echoes of Imperium
 
Nice looking warband. Just starting with the Core Manual, I don't know that Tyranid warriors can get anything better than a 4+ save. So, I find the Tyranid Warriors to be a poor proxy for marines, if you wanted to have your marine leader counts-as a Tyranid. Hormagaunts seem like a good counts-as unit for your cultists/thralls, but they move 8" per turn and can leap upto 6". That doesn't sound like the slow and inexerable pace of Nurgle followers. Also, Hormagaunts suffer from Instinctive Behavior if too far from any Tyranid Warriors. That comes across as more insect like than motivated cultists who are driven to spread Nurgle's gifts and impress their infectious diety.

I would say, use Heretic Astartes or Servants of the Abyss. The Heretic Astartes get cultists, but can take an Aspiring Champion as their leader.

Servants of the Abyss get either Traitor Guardsmen or Cultists of the Abyss, both can be equipped with autoguns or a pistol and close combat weapon (Traitor Guardsmen have a better save). A SotA Black Legionnaire chaos marine allows nearby units to reroll failed Nerve Tests within 6". Which seems like the sort of influence that a renegade marine turned follower of Nurgle might have over his flock.
 
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Awesome looking warband!

Nids seems like a wierd mix to proxy for death guard. (Movement speed, etc)

Servants of the abyss seem like a way better choice given that you want to field a lot of cultists.