These babies cost a fair shake more than a stock 'fex or Thornback. You can re-roll all failed wound rolls for that model until the end of the phase. Well they certainly are better than Devourer, but damn it's expensive. Now we have a way to deal with flyers aside our special Vector Stirke. Sure Gargoyles are a lot swarmier and Flyrants and such are bigger and deadlier, but at least you can watch gargoyles drop and monsters stay in the sky or don't come in large numbers.
Consider Catalyst to make that blob of Termagants more durable. Like all Jump Infantry, they do have Deep Strike, the trick is getting them into Synapse before they start lapsing into Instinctive Behavior: Hunt and uselessly shooting Fleshborers instead of assaulting like they should. Add 1 to that roll for characters and minus 1 from that roll for units that have 10 models or more. Try and mitigate this by being the first to launch a charge and by softening up a knight before closing for the kill. Adrenal Glands are an optional extra to allow it to more reliable deal with vehicles or move into position.
Check out the Ranged Weapon section for more details. Their ability to drop spore mines is, however, hilarious useful, and a valuable source of mortal wounds. If your looking for a mix of melee and shooting for your Carnifexes, however, taking this and Crushing Claws will cost the same as a Dakkafex. Your Hormagaunt and Gargoyle swarms will thank you for taking this, because why wouldn't they outnumber their targets? However, seeing as they are fast, good in melee, and cheap ObSec, they are very good at grabbing objectives, and holding them because of their outrageous numbers and melee punch compared to enemy equivalents remember that grounded nids don't take Instinctive Behavior! The reason why you should give him a Stranglethorn Cannon is to give him a ranged weapon so he can shoot at the enemy back, plus Pinning helps your swarm a lot. On a 4+ that unit suffers 3D3 mortal wounds. As fifth edition came out, they became redundant with the arrival of the new Trygon and lack of option to be taken as an Elite and slowly started to gather dust.
Well, with the death of blast templates this formerly large blast is now Assault D6. Still able to gimp almost anything tho. A lot less insidious than he looks. Remember to bring a shroud source with you when doing this, or the hormagaunts will be an even better target than a dakkafex for the bolters on a point per average wound basis. Practically made for Broodlords and Genestealers. Essentially, this means the Stone Crusher Carnifex is T7 against shooting attacks note this does not apply to close combat attacks. Dakkafexes might also like the invuln save.
Pretty much everything is either decent Mawlocs and Trygons or solid overall Exocrine and Biovores , so feel free to drop a lot of spare points here as this slot is the most competitive out of the others. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power. Identical to the standard version, save for one very important difference - it ignores all invulnerable saves. Three Tyrannocytes, one with a T-fex and two with 20 devilgaunts, the T-fex pod with venom cannons and the other two with barbed stranglers is a huge hitting force. Keep it alive for 5 and it already brought its points back in, not counting all the harm its five guns could wreak. Place it in front of Gaunts to allocate wounds to the models just behind him. Those weapons now on a wound roll of 6+ inflicts double damage.
For 15 points a model, its not a bad alternative to a regular spore mine brood, since you get more chances if you miss. Left alone they can fill the board with spores. This looks quite good, until you realise the Carnifex only has four Wounds, as well as the opponent having to take an Initiative before the hit can apply. Special note should be given to metallics: you're the only army that doesn't have anything metal. The fact you can equip Artefacts like the Reaper of Obliterax is enticing, although again, just taking it to use the weapon and nothing more will not only be a point sink, but will attract guns to shoot at it. Where it really shines is close combat against other super heavies where it will with wild abandon.
Everything it does re-rolls to Wound, which combined with Strength 7 means that unless you consciously target monsters with it, it will usually wound with all its hits. I've been running heavy 'stealer builds lately, and hitting first is huge with them, due the combination of their relative fragility and their ability to delete things that they get to swing at. With Toxin Sacs on the monstrous version, that's a whopping 7. Furthermore, later in the game after your horde has been thinned out it can more or less render this adaptation meaningless. Its shining purpose however is the ability to remove any cover benefits from anyone these things attack.
There's only so much incidental firepower the average person will be able to throw at them while managing other threats, so as turns pass and their guns are either killed or tied up, you'll have more of these building up and slamming mortal wounds into special snowflakes with increasing regularity. It allows you to sort of get inside your opponents head and potentially force them to make early game mistakes. In addition, he adds 2 instead of 1 while in cover, giving him a cool 3+ anytime he's hiding. The Toxicrene is a multi-purpose beast, able to damage most elite melee units and monstrous creatures before they can strike, able to utterly devastate tarpits with a pie-plate and Toxic Miasma and, outside of combat, pretty damn hard to kill because it has Shrouded by itself and doesn't need to hug a Venomthrope for it. I'll have to have another read when I'm at work later today. Comes as a pair so it puts out 12 shots.
If you're using short ranged guns, you might as well be taking Wings for a few reasons. If the enemy assaults it with a Dreadnought, he deserves whatever happens to it. This equals out to a wash but do take note when reading the codex that your Hive Tyrant's now 4 attacks aren't crippled by losing one to the tail. Upgraded Hormagaunts are almost never seen and there is a reason. It's one of the few to have the option to buy assault grenades. Seriously, don't do it, unless you want Heavy 1d3 or worse for the return fire. Choose a Gorgon unit from your army that has the toxin sacs biomorph.