As a big ork fan and a big tyranid fan, I have to say that they don't fill the same niche to me - a preference for shooting or assault is just one aspect of an armies character to me.
What about?
Morale! - A biggy, as orks will run away when things get bad! Tyranids are just drones which you cannot rout.
Guns - All orks carry a gun of some sort, many nids don't, which means orks can give them a gud shootin' before the real business begins.
Specificity - With nids each creature is a specially engineered killing machine which fulfills a very specific role. With orks, rather than a host of different species with vastly different stats, an ork is an ork is an ork. They come in 3 main sizes. Nobz are tougher orks in everyway, grots are weaker orks in every way.
Weaponary: Tyranids have role specific weaponary - some is good at taking down tanks, some at taking down infantry, etc. Ork weaponary is multi-purpose (ie it is equally useless against everything - unless it is a mekboy special in which case it can be great against everything). Even vehicles weaponary is multi-purpose, limited only by the space there is to strap on more guns. In addition almost all vehicles are good to sit on when orks get tired of walking. Some vehicles have slightly fewer guns so there is more room to sit.
Speed - Many ork units combine firepower and speed, lots of buggies, trucks, wagonz. Many of these vehicles can also be used to redeploy big bunches of orks quickly. Orks are therefore more manouverarble than nids with their firepower.
Titans - Nid titans are fast, tough, close combat killing machines. Ork Gargants are slow battleships which can take a huge pounding, and can flatten enemy formations with their massed firepower.
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