Warhammer 40,000: Tyranids Army Guide
In the grim darkness of the far future, Warhammer 40,000, inter-galactic conflict reigns supreme. The Imperium battles Xenos, Xenos clash amongst themselves, and Chaos is…well, Chaos. Yet, amidst this universal animosity, there's one common enemy: the Tyranids. Left unchecked, these ravenous creatures will consume the galaxy, leaving no one untouched.
Hailing from the unknown reaches of the cosmos, the Tyranids are horrific, locust-like beings controlled by the Hive Mind, a singular entity dedicated to total annihilation. Their arrival on a targeted world can manifest as countless scurrying beasts, colossal monsters dwarfing buildings, or sun-blocking clouds of spores.
Why Choose the Tyranids?
On the tabletop, the Tyranids are a versatile swarm army, excelling in close-quarters combat and leveraging powerful cross-unit synergies. Keep your Characters at the forefront, utilizing their Synapse aura to bolster key units and mitigate their Leadership shortcomings.
However, don't mistake the Tyranids for a "Zerg rush" army alone. Their extensive and established model range offers diverse strategic options and army compositions for devouring your foes.
Army-Wide Rules
Tyranids possess two crucial army-wide rules:
- Synapse: Friendly units near a Synapse model gain benefits to Battle-shock tests and increased Strength.
- Shadow in the Warp: Once per battle, unleash the Hive Mind's psychic might. In a Command Phase, if a friendly model with this rule is present, all enemy units must take a Battle-shock test, with a penalty if near a Synapse model.
Key Units
Constantly evolving, the Tyranid Hive Fleets field a terrifying array of bioforms. While lacking Vehicles or Mounted units, they dominate in Monsters and Infantry.
Epic Heroes
Despite their emotionless nature, some Tyranids achieve legendary status. These aren't individuals, but specific bioforms recreated when needed, feared and mythologized by those who've survived their attacks.
**Deathleaper** | A genetically-engineered assassin, the Deathleaper is a superior Lictor, reducing enemy Leadership. Its Invulnerable Save enhances survivability, but it cannot be your Warlord. |
---|---|
**Old One Eye** | A veteran Carnifex, repeatedly "killed" yet resurrected. Its regenerative carapace aids survival, but it lacks ranged weapons, instead providing re-rolls for its Carnifex pack. |
**The Swarmlord** | The ultimate Hive Tyrant, boasting enhanced auras, generating Command Points, and increasing enemy expenditure. |
Characters
Star-Spawn relay the Hive Mind's will, generating Synapse fields and providing crucial buffs.
**Hive Tyrant** | A versatile Character/Monster, saving Command Points, enhancing ranged attacks, and wielding diverse weaponry. |
---|---|
**Broodlord** | A powerful Genestealer, significantly boosting its pack's lethality, providing Devastating Wounds and reducing enemy attack rolls in melee. |
**Neurotyrant** | A potent Psyker, projecting Synapse over long distances and enhancing unit reliability, especially against Battle-shocked foes. |
**Parasite of Mortrex** | A Vanguard Organism, sowing terror and generating bioforms. It can Deep Strike, possesses Lone Operative, and benefits from Stealth. |
**Tervigon** | A living factory replenishing Termagants and enhancing their lethality. Protecting this unit is crucial for its ongoing support. |
Battleline
These units form the core of any Tyranid army:
**Termagants** | Classic units holding Objectives and controlling board space. Their Skulking Horrors rule allows strategic retreats. |
---|---|
**Gargoyles** | Flying Termagants with Deep Strike, excelling at space control and chip damage. They can move after shooting. |
**Hormagaunts** | Cheap melee units with high Movement, charging after advancing. Their lack of individual power is compensated by speed and buffs. |
Infantry
Specialized Infantry units:
**Barbgaunts** | Powerful anti-Infantry units slowing down enemies they hit. |
---|---|
**Biovores** | Living artillery platforms, deploying Spore Mines or using Indirect Fire for Mortal Wounds. |
**Genestealers** | Elite shock troops excelling at taking heavily defended Objectives, especially with a Broodlord. |
**Lictor/Neurolictor/Von Ryan’s Leapers** | Assassin units eliminating isolated targets and claiming Objectives. |
**Raveners** | Melee shock troops with Deep Strike, returning to Reserves after a turn if not in combat. |
**Tyranid Warriors** | Mini Hive Tyrants with Synapse and diverse weapon options. |
**Tyrant Guard** | Exceptional bodyguard units, soaking damage and providing Feel No Pain. |
**Venomthropes** | Mobile cover generators providing Stealth to nearby Infantry. |
**Zoanthropes** | Psychic damage dealers providing a light Invulnerable Save and healing themselves. |
Beasts and Swarms
Smaller units filling niche roles:
**Ripper Swarms** | Weak units reducing enemy Objective Control but unable to hold Objectives. |
---|---|
**Mucolid Spores and Spore Mines** | Living roadblocks dealing Mortal Wounds on death, generally outclassed by other options. |
Monsters
These function like Vehicles, prioritizing close combat:
**Carnifex/Screamer-Killer** | Versatile Monsters with numerous weapon and upgrade options, using Blistering Assault to move freely after being shot. |
---|---|
**Exocrine** | Anti-tank unit increasing the accuracy of nearby units shooting at its target. |
**Haruspex** | The strongest melee Monster. |
**Maleceptor** | A psychic Carnifex, weakening nearby enemies, especially those below half strength. |
**Tyrannofex** | A powerful behemoth equivalent to a heavy tank. |
Transports and Aircraft
Specialized Monsters:
**Tyrannocyte** | A transport deploying units directly into combat. |
---|---|
**Harpy/Hive Crone** | Hovering aircraft; the Harpy is a bomber deploying Spore Mines. |
Detachments
Numerous Hive Fleets exist, each with unique bioengineering. Detachments represent these variations:
Detachment | Description | Suggested Units |
---|---|---|
**Invasion Fleet** | Focuses on Synapse and army-wide buffs. | Neurotyrants, Tervigons, Maleceptors |
**Crusher Stampede** | Ideal for Monster-heavy armies, buffing Monsters upon taking damage. | Hive Tyrants, Carnifexes, Maleceptors |
**Unending Swarm** | Emphasizes cheap, self-replenishing Infantry. | Termagants, Hormagaunts, Gargoyles |
**Assimilation Swarm** | Versatile, featuring units with the HARVESTER Keyword, providing buffs and self-healing. | Haruspexes, Psychophages, Ripper Swarms |
**Vanguard Onslaught** | Utilizes high-mobility units with Infiltrate and Deep Strike. | Lictors, Genestealers, Tyranid Warriors |
**Synaptic Nexus** | Similar to Invasion Fleet, providing temporary Synapse-based buffs. | Neurotyrants, Tyranid Warriors, Zoanthropes |
**Warrior Bioform Onslaught** | Centers around Tyranid Warriors, making them Battleline units with enhanced stats. | Tyranid Warriors, Winged Tyranid Primes, Gargoyles |
Sample Armies
The following armies illustrate Detachment strengths:
Mind Games (Invasion Fleet)
- Neurotyrant
- Neurolictor x2
- Pyrovore x2
- Zoanthropes
- Exocrine
- Maleceptor
- Haruspex
This army leverages ranged firepower and durable units to control the battlefield.
Without Number (Unending Swarm)
- Deathleaper
- Neurotyrant (Enhancement: Naturalised Camoflage)
- Tervigon
- Gargoyles
- Termagants x2
- Tyrant Guard
- Venomthropes
- Exocrine
This army utilizes overwhelming numbers and survivability to wear down the opponent.
Clever Xenos (Vanguard Onslaught)
- Broodlord (Enhancement: Stalker)
- Gargoyles x2
- Biovore
- Genestealers
- Lictor
- Neurolictor
- Tyranid Warriors with Ranged Weapons
- Von Ryan’s Leapers
- Tyrannofex
This army uses mobility, surprise, and diverse unit capabilities to outmaneuver and overwhelm the enemy.
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