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Current 1850 list Tyranid Prime w/ BS, Deathspitter, and Regen 3x3 Hive guard 4x10 genestealers w/ts

and st 2 x Tyrannofex w/rupture cannon

"They may have Land Raiders. They may have Titans. God help us, they may have Mephiston strapped into a Dreadknight that can fire Jaws out of its wang. But we have the Genestealer, and so I fear nothing."

For better or for worse, we are now a synergy dependent army. As such, I can't help but feel it worth wile to compile the different unit formations and their tactica in one place. That way, the formations could serve as a starting point for various army builds, as its often impossible to have more then one of them in a single army due to point cost, or FoC limitations. For the most part, I intend to simply list the minimum builds, but if you have any variation please feel to post them. Also, if you know of any formation I missed, please post it and I'll add it to the list. The formations below will be listed in this manner:

Name Synopsis The minimum models required for each formation. The general usage and strengths of the formation. Variations or additional models that can be added to the formation. Major drawbacks of the formation and it's variations.

Hopefully, with these formations in mind, we won't end up back in the days of Nidzilla-or-bust when it comes to army creations.

Deathstar -A power unit that takes advantage of the Warrior Prime's Independent character status, in combination with a Hive Tyrant. Best saved for tournaments, or amongst consenting friends due to its immense strength. Basic Build: Hive Tyrant with Lashwhip and Bonesword, Regeneration, Old Adversary, Paroxysm, Armored Shell. 2-3 Tyrant Guard Warrior Prime with Regeneration, Lashwhip and Bonesword OR Dual Boneswords.

Basic Tactica: This is a combat unit with some shooting potential if armed with Ranged Weapons. It's strength lies in having differently equipped, multi-wound models who are toughness 6 due to that being the unit average. Using the 5th edition system of wound allocation, you can chose to circulate wounds between the Hive Tyrant, the Warrior Prime, and the Tyrant Guard. You can then take advantage of the Hive Tyrant's and the Warrior prime's ability to regenerate wounds on your turn. The Hive Tyrant can also take advantage of the ability "Life Leach" as another method of regaining wounds when in close range of enemies. If the Tyrant and Warrior Prime become too damaged, then you can chose to allocate wounds onto the Tyrant Guards. Powerful ap3 shots, which will automatically penetrate the armor of the Tyrant Guard and Warrior Prime, can be place onto the Tyrant, so as to receive an armor save from his Armored Shell. Spreading the models in this unit to maximum unit coherency allows it to have a terrifying reach across the board. So long as half of it's units are behind cover, preferably a gaunt shield, the entire unit will receive cover; even the Tyrant who normally would not receive cover easily as he is a Monstrous Creature. Keep in mind that when charged, an enemy unit (as long as it's not a tank or one man unit) will be forced to move towards you by up-to 6" in order to attempt to reach base to base contact. So even if spread out, there's a good chance that the better part of your unit will be able to enter into combat. None the less, it is never advisable to have the Warrior Prime too far from the Tyrant. These two should fight together from the start, and the Prime needs to be in base to base contact with the enemy as he is an Independent Character. Variations: This formation can be accompanied by almost anything traveling at the same speed, but best accompanied by another combat unit. This is because Deathstar is not a shooting platform but a combat unit, so any shooting unit will become vulnerable as the Deathstar enters combat, or become a liability if it attempts to join combat with the Deathstar. Tyrant Guard can be Given Lashwhips to improve your chances in combat. Vulnerabilities: Hoards, Fast vehicles. The Deathstar, even if running, is always going to be slow by Tyranid standards. It has no ability to fly, outflank, infiltrate, increase it's run rolls, and does not have fleet. This means that the Deathstar is never to be depended on alone against fast targets, and needs to almost always be accompanied by another unit type, like Genestealers or Trygons and so-forth. Even with the charge, and even with 3 Tyrant guards, there are only so many attacks this unit is capable of dishing out, even with re-rolls. As such, it is vulnerable to being out-numbered by swarm units, even if they are weaker. This can be compensated for by either having any surviving members of the gaunt shield join combat, or by having Genestealers or Hormagaunts accompany the Deathstar. You can also opt to put ranged weapons onto your Tyrant or prime, so as to have added security against hoards and some fast units like Jetbikes.

Fexstar -A powerful combat, and UBBER tank hunter unit, balanced by it's huge price and slow movement. Basic Build: 2 Carnifexes with Frag Spines, Adrenal Glands, Regeneration. ("Combat" Fex) 2 Carnifexes with two Twin-Linked Devourers. ("Shooty" Fex)

2 Warrior Primes with Regeneration, Lashwhip and Bonesword, possibly Talons and/or Rending Claws. Basic Tactica: You run the two Primes with the "Combat" Fexes as one unit, then have the two "Shooty" Fexes stand behind them and receive cover saves. The same wound allocation trick found in "Deathstar" can apply to this build. The Primes are a prerequisite due to the Fexes not having the ability to vary their weapons. With only 4 wounds, not having the Primes means that whole Fexes must be taken off if 4 wounds are scored against the unit, where as with Primes you can theoretically raise that number to 8 before having to remove a whole Fex. The Scything Talons on the "Combat" Fexes compensate for their poor WS. Frag Spines are Frag Grenades, and make assaulting into cover much less deadly. The two Devourers on the "Shooty" Fexes are 12 Twin Linked, 18", Strength 6 shots per Fex. At 18" it's possible to hide the "Shooty" Fexes behind the "Combat" Fexes, and still be in range of an enemy when the necessity arrives. The "Shooty" Fexes are also a separate unit, and can be uses to damage any secondary enemy units that are threatening to charge to "Combat" Fexes. There are a variety of positions that work, but this basic idea applies: The Warrior Primes Join the "Combat" Fexes and grant them cover from either gaunt shields or other types of obstructions. The "Combat" Fexes give the Primes T6 against shooting as that is unit average. The "Combat" Fexes with Prime unit, grants the "Shooty" Fexes Cover. (Examples:) Combat Fex: CF Warrior Prime: WP Shooty Fex: SF -If you want to shoot at opponents in front of you, you use this formation to achieve line-of-sight with the "Shooty" Fexes, while still gaining cover from the "Combat" Fexes with Prime unit: CF..WP..WP..CF .....SF..SF -If you want to shoot at opponents to your side, while hiding the "Shooty" Fexes from head on fire, use this formation: WP..CF..CF..WP .....SF...SF (End Examples) Regeneration has value for the same reason as with Deathstar, the Warrior Prime allows you to spread out the wounds on the unit, keeping all models alive for longer. Since Carnifexes are more likely to survive longer, regeneration can be used more often to remove wounds from the unit. This is not a requirement though due to it's huge price tag, and both the Prime and Fex can be run without Regeneration, or even both, though thisgreatlyreduces the unit's chance of survival. If you lose a "Combat" Fex, you can have a Prime 'fall back' from the "Combat" Fex squad and join the "Shooty" Fex squad. The remaining "Combat" Fex with one Prime will retain both it's cover saves and T6. The "Shooty" Fex unit, potentially having lost it's cover save, can resort to would allocation tricks using the Prime, allowing you to take 6 wound before losing a fex. Variations: You can chose to have one prime in each Fex unit from start, but it will mean that the "Combat" Fexes will only be able to receive cover from Warriors, Gargoyles, and Venomthropes, and few others, as gaunts and most everything else are too short. If you don't run two Primes, you need the Venomthrope(s) or Warriors to give the huge Fex models cover. You can then, give the Venomthrope(s) or Warriors a gaunt wall, making for a long procession of cover saves and a very fluffy

formation. You can create a Dakka-Fexstar by dropping the two Fexes with Scything Talons, and giving the Warrior Primes Deathspitters. The tactics remain relatively the same, using gaunts for an added cover, and having the Fexes grant the unit a Toughness of 6 for purposes of shooting. This changes the formation to be shooting oriented, and with the drop in price allows it to be used more comfortably in 1750-1850 point games. Vulnerabilities: Fast Vehicles, Fast combat units. This formation is slow moving and even with the charge can only get an I4. It also loses most of it's cover advantages if approached from the rear. As such, it is not a combat expert unit like genestealers, but must be sent against units weaker than itself like Tanks, Tac Squads, and anything else easily smooshed or with an armor value. It will get butchered against Lightning Claw Terminators, Berserkers, or even Genestealers due to their speed, attack numbers, or special combat abilities, Being unable to fleet or have any sort of speed boost means fast vehicles can easily maneuver around the Fex Star.

Flying Circus: -Fast, winged formation, with possible Deepstrike application (though not recommended.) Basic Build: Hive Tyrant with Two Twin-linked Devourers OR Lashwhips and Boneswords, Old Adversary, Paroxysm, Wings. 1-2 units of 15-20 Gargoyles, with Toxic Sacs, Adrenal Glands. Basic Tactica: Can be a fast combat unit capable of killing even Wraithlords, or fast Dakka shooting able to mow down even an Ork hoard. You fly forward, using the Gargoyles as cover for the Tyrant, and hit combat really really fast. The Gargoyles cause wounds if they hit on a six, and the Hive Tyrant grants them Preferred Enemy, increasing your chances to hit. Adrenal Glands with Toxic sacs on the Gargoyles allows them to re-roll wounds against MEq in the first round of combat. Paroxysm allows you to minimize damage to gargoyles, meaning more attacks against High I unit(s). This makes the Gargoyles a Glass-Tomahawk-Missile though due to poor toughness, and few base attacks once the first round of combat ends. You can also equip the Tyrant with Devourer, doing shooting damage with him and the Gargoyles, and using paroxysm to reduce return fire from enemy shooting units, or to reduce the threat of enemy combat units, making for a giant swarm of small arms fire. Variations: You can use a Tervigon to give the Gargoyles Onslaught, giving them a farther shooting range. A Parasite can be added to the Gargoyles for added power, synapse relief, and combat strength. Vulnerabilities: Heavily armored tanks. The only thing in the unit that poses a threat to High armor tanks is the Tyrant, only he is meant to be placed behind the

Gargoyles for protection, making it hard for him to reach anything that the Gargoyles themselves are not attacking. The Parasite is a double edge sword. He allows the Gargoyles to continue on if the Tyrant gets destroyed or distracted, but he is also an IC, making him hard to maneuver in such a large unit, and vulnerable in combat as he can be singled out. The rippers he creates can be fun to use, and potentially change the course of combat; but in a kill points game he's a liability as rippers are easy fodder, and even in combat they can almost be used as free kills for the enemy.

Tervigon Spam: "We're gonna need a bigger carrying case..." Basic Build: 3-5 Tervigons with Adrenal Glands, Toxic Sacs. 3 Termigaunt units so as to allow for Tervigon troop choices. Basic Tactica: This formation allows you to flood the board with troops. Not only that, but they're scoring troops who can be given Toxic Sacs, Adrenal Glands, and Counter Attack if the Tervigons within 6" inches have the upgrade. Tervigons can also grant Catalyst and Onslaught, which allows your gaunts a 4+ Inv save against basic firepower, and gives them greater speed so as to more quickly enter firing and combat range. This is an almost silly powerful army in low points games, as the Tervigons being naturally Monstrous Creatures are able to damage tanks; while the Gaunts, though weak, are deadly when you have dozens, or even hundreds of them. This also floods the board with cheap 6W 6T synapse, making for a very stable army. Variations: The Gaunts necessary to make the Tervigons into troops can be given devourers for an extra deadly punch. Almost anything can be added to this army, and then take advantage of an almost infinite supply of gaunt shielding. Vulnerabilities: You're screwed against Land Raiders if you don't take Thropes or Trygons, making this an expensive and inflexible list. This formation is NOT recommended in kill points games. This formation is also easily destroyed in larger games of 2000 and up, as flooding the board with Gaunts will only give your opponent more things to kill, and reduce the speed which you can reach your opponent due to having so many Gaunts in the way. You are also prevented from buying other powerful troop units like Warriors and Genestealers, which are invaluable in higher point games.

The Onion -One of the most utilized basic formations, it uses the principles of unit layering as effectively as possible. Basic Build: 2 Hormagaunt broods, no upgrades. 2 Venomthrope broods.

Warrior Brood with Scything Talons and/or Rending Claws. Warrior Prime with minimal upgrades. Basic Tactica: A fundamental build. it works best in small games of 1500 or less. Support for this formation generally includes Carnifexs, Stealers, Raveners, and/or Gargoyles. This formation is also an escort for units like Tervigons, Tyranos, Tyrants, Trygons, and formations like Deathstar and Fexstar. The Warriors are accompanied by the prime. The emphasis is on multiple, larger, cheap broods that complement each other. This formation is a highly effective charge absorber, designed spit it back in your face, rather than just be a wall to be punched through like a typical gaunt screen. It works best when your opponent gets the charge on your Hormagaunts, so you can counter charge in your turn with the warriors, Venomthropes, and/or anything else you have nearby. The Venomthropes also provide defensive grenades to the Hormagaunts, reducing oncoming attacks, and potentially damaging light Mech. Large, un-upgraded broods allows you to easily surround Tanks, potentially trapping units inside. The high Initiative on the Hormagaunts mean that they will often strike at the same time with MEq. While the overall number of attacks in the first round of combat are few, grenades allow you to hit in the opponents turn if you manage to keep the opponents tank from moving. Variations: An extended version of this formation involves the use of Gaunts or Devilgaunts in front of the Hormagaunts, and then arming the Hormagaunts with Adrenal Glands. This effectively adds another layer to the onion, making it more defensive. Vulnerabilities: High armor tanks. With so many layers of weak units, it will take a great deal of maneuvering to allow for the more powerful units inside to reach high armored tanks. As such, you effectively destroy the formation, but leave units vulnerable to attack.

Broodlord Commandos -Multiple squads of 4 Genestealers with a Broodlord. Basic build: 4 Genesteales and Broodlord with Scything Talons, Implant Attack, Adrenal Glands, or Toxin Sacs for the whole Brood. (These all cost the same number of points and can be chosen as necessary based on potential opponents) Basic Tactica: A commando Broodlord is taken for the purposes of just having a Broodlord. As such, most wounds should typically be put on the Stealers rather than on the Broodlord, in order to preserve him for combat. The general tactic is to use multiple Broodlord Commandos to quickly tie up the enemy. This usually means infiltrating as close as possible, rather than outflanking, in a spot that makes your opponent notice them and be forced to react. Opponents will either have to move out of their position in retreat, or overextend their forces. Two Broodlord Commando units in cover can typically whether the combined fire of a 1500 point or smaller army, and still keep the Broodlords alive (though will likely lose all of the stealer escort). Their relatively cheap cost makes them ideal to fill spare troop choices, but they are not designed to form a core for your

army. In combat, a lone Broodlord is both resilient and brutal. Typical GEq will need 4+ to hit and 6 to wound the Broodlord. MEq will typically need 4+ to hit. If you take acid blood, there's a good chance the wounds you suffer will back-damage GEq, possibly tilting combat to a tie, or in your favor. Take implant attack if you expect to face any multi-wound models. You will be able to neutralize ICs, monsters like Wraithlords, and might be able to kill hidden Powerfists. Most effective vs. IG, Ork boyz, and Daemons. Very potent vs MEq. Variations: The Broodlord commandos can be run with units like the Onion or Deathstar as a cheep, easy to hid, combat aid. Vulnerabilities: Close Combat armies, due to the limit number of models in the Stealer Brood.

Bio-Dozer: -A slow or defensive formation, best used against combat and foot-slogger armies. Recommended for tournaments and challenge oriented players only. This formation is often also referred to as "The Onion" but is much more defensive in contrast to the formation listed above. Basic Build: 1-2 Tervigons with Toxin Sacs, Adrenal Glands and Catalyst Hive Tyrant with Old Adversary 1 unit of 3 VenomthropesOR2 units of 1-2 Venomthropes 2-4 units of Termagaunts Basic Tactics: The Gaunts surround the Tervigons, Hive Tyrant, and Venomthropes in order to prevent your opponent from getting the charge against your larger creatures. The Venomthropes are placed in the center to make it easier to stay within 6 inches of all other models. The Gaunts, Tyrant, and Tervigons can then benefit from 5+ cover save. Keep the Hive Tyrant and Tervigons on each side of the Venomthropes, (yet still behind the gaunts), to allow them a level of flexibility of movement. When the enemy charges the Gaunts to get at your synapse, they'll take dangerous terrain tests, and lose their charge bonus due to the Venomthropes. The Gaunts will be able to wound on a 4+ against MEq, Re-roll wounds on GEq, counterstrike on 10 Leadership, and can have Catalyst thanks to the Tervigon. The Hive Tyrant grants the Gaunt Preferred Enemy, and can cast Paroxysm on assaulting enemies. (In other words a 100 points of Gaunts can now roll 7 wounds against a terminator squad.) If your opponents don't charge, you can either charge them first, or force them to flee the Bio-Dozer, thus manipulating their movement as you see fit. Like with "The Onion", your Larger units can counter-charge or move away from the threat and continue shooting, buffing, or churning out Gaunts.

Variations: Super Onion: Adding Hormagaunts, and using them as you would in "The Onion" creates a slow, but super-powered defense force with incredible flexibility and range. Vulnerabilities: Blast weapons, especially barrage if you bunch it up, and Fast armies. Try to keep the Venomthrope unit(s) at maximum coherency as they are the crux of the formation, to avoid blast destruction. Though this army is able to spread out hugely, and still retain it's bonuses, it still means having much of your army in a single formation, making it vulnerable to fast units that can avoid it. Meaning that you are limited as to how many objectives you can capture with the units in the formation.

Jaws! -A formation that serves as a useful foundation to pure reserve based armies. Basic Build: 1-2 Hive Tyrants with Wings, Hive commander, 2 Twin-Linked Brain Leach Devourers. 1-2 Gargoyle Brood(s) with Adrenal glands, Toxic sacks 1-2 Tervigon(s) with AG, TS and Catalyst. 1-2 Gaunt Broods with Devourers, in Pods. Basic Tactica: This formation is primary for a reserve based army, as the Tyrant increases the chance that all deep striking and outflanking units will arrive on turn two. Having an army that has no designated angle of attack allows you to easily flank vehicles and often forces your opponent to castle into a single lump, making them vulnerable to weapons like Barbed Stranglers, and units like Mawlocs and Yealers. Devourers are necessary on the Tyrant(s), as they will not be able to assault on the turn they arrive. Due to the power and statistical viability of twelve strength 6 twin-linked shots, the Tyrant can easily devastate most GEq, small MEq and even light tanks in a single shooting phase. Gargoyles can be used as a cover save shield for the Hive Tyrant, but are not wholly dependable as a body guard unit due to having to bunch up from Deepstrike. Being able to run during the shooting phase will allow some flexibility but, nonethe-less, they are easy template fodder. The Gaunts are there to provide shielding for the Tervigon from combat units, and the Gaunt's Drop Pod can be used by the Tervigon as cover against specific threats. Having Devourers on the Gaunts gives them an extra 6 inches of flexibility, which allows them to more easily play as both an offensive unit, and a defensive unit for the Tervigons. The various spore pods can easily be equipped with Barbed stranglers. On one or two pods this may be unreliable, but on 4 or 5 pods can prove viable. Positioning of units is paramount. One must balances their shooting capacity with the charge range of different threats. It may be worth the risk to land in front of a combat unit, while avoiding a shooting unit and so forth. Gaunts are often useful as a distraction unit as they can block or harass shooting type units, thus divert attention away from Tyrants, Zoantrhopes, or any other more important unit. This list works well 1850 and lower, otherwise the Tyrants and other outflanking units simply become too vulnerable to

the larger number of possible units in the enemy's army. Variations: One Variation is to trade a Tervigon for a squad of Hormagaunts and either run them together or separately as needed. The Hormagaunts can also be outflanked with the use of the Tyrant. This Formation should only use its Deepstrike abilities if your entire army is Deepstriking. Otherwise, having random units like gaunts or Tyrants Deepstriking on their own means that they will be quickly destroyed. Lose the Mysetic Spore Pods from the list if you do not intend to Deesptrike everything, and run the gaunts as normal. This list can then become a pincer list, with the fast Gargoyles and Tyrants one one side, the slow Tervigons and gaunts or the other. Vulnerabilities: Reserve blockers and Turbo-boost armies pose a threat to this formation. Reserve Blockers can delay your entire army, or force it to come in piecemeal. Turbo Boost armies can easily maneuver around poorly placed Gaunt and Gargoyle shields, getting unhindered access to your larger units.

Double, (Possibly Triple) Trygon. (What does it mean?!) -Formally named "Crasher"; this formation is a fast moving combat formation that uses much of the same cover principles as "The Onion" but to a lesser extent. Basic Build: 2-3 Trygons with Glands or no upgrades. 1-2 unit(s) of Raveners. 1-2 unit(s) of Genestealers. Basic Tactica: The Trygons function like a gaunt shield, only taller. They use their massive bulk, and intimidation factor to draw huge volleys of fire, while moving forward unhindered with the aid of "Move Through Cover". The speed of the Trygon allows for the Genestealers and Raveners to approach the enemy lines extremely quickly, without risk of injury and without having to risk being bogged down by a gaunt shield. Trygons have an added combat benefit as they are only one model, so the enemy will be forced to make a counter movement of six inches towards the Trygon when they are assaulted. This means if you make sure to charge the closest model to yourself, the opponent models will have to surround you, making them vulnerable to charge from the Ravnener and Genestealer units. The Trygons are left mostly un-upgraded as they're much to fragile and vulnerable in this context to warrant heavy investment. The Formation is fast, meaning anything behind it will also be able to move quite unhindered. Having either Deathstar of Fexstar act as a second line of attack, makes it easy to destroy what ever may still pose a threat after the initial wave. The double Trygon combo is not likely to be destroyed quickly enough to be made useless, due to their combined wound count, but should not be considered a dependable asset, so always support it with something like Deathstar or Onion. Due to the Trygon existing prior to the codex as a solo-power unit, the instinct is to try to continue to run it as such. Trygons now thrive as support units; in this case playing the roll of a gaunt shield and as a micro "lash" unit when they engage in combat. This means that Trygons are best played in tandem with other combat units; so only let your Trygon

worry about engaging strong combat type units if you are also attacking those units with the Genestealers or Raveners. Otherwise, Trygons should be played as can-openers, opening up tanks so that the Raveners and Genestealers can get to the juicy insides. Variations: Alpha Trygon can be chosen for Synapse, and increased shooting power. It's synapse is unnecessary for the Genestealers, and less necessary for the normal Trygons; but it can be a benefit for the Raveners, or any other synapse dependent unit that you wish to have following the Trygon. One can chose to add Gargoyles behind or even in front of the Trygons. The Gargoyles do need synapse, but due to their speed can easily act as either cover for the Trygon, or as combat/shooting support, without risk of slowing down the formation. If you are worried about the destruction of the Trygons early on, one can use a Venomthrope or two to ensure their safety. The Venomthrope will have to be run alongside the Trygon. Vulnerabilities: Hoards. This formation is very thin and directional, so it can be surrounded by a hoard army, meaning it would lose the initiative. There's also a risk of the opponent having enough firepower to destroy the Trygons and the Stealers/Raveners in the same shooting phase.

Head Hunter -A formation designed to single out and cripple powerful Psychers and Independent characters. Basic Build: Deathleaper 1-3 units of Shrikes 1-2 units of Zoanthropes in Pod Basic Tactica: This kind of formation is quite useful in fast army builds that can't always rely on Hive Guard. Often, many armies like Eldar, Black Templar, or Space Wolves depend heavily on the powers or Leadership bonuses of Upgrade and Independent Characters. The Deathleaper uses its ability Its after me to reduce the leadership of Upgrade and Special Characters from between one and three points. This makes certain Characters venerable to Bonesword attacks, makes it less likely that Psychers will be able to cancel Zoanthropes using Psychic Hoods, and makes it more likely that Psychers will fail their tests when in the proximity of Shadows of the Warp. The use of shrikes, instead of normal warriors, allows you to quickly come into range of Characters, so that Shadows of the warp can take effect. Their speed also allows you to quickly reach combat, or even chase the Characters across the board if they attempt to flee to a better position (flying Librarians for example). The Deathleaper can be used to harass units on the enemies flanks, and can easily take advantage of his Night-Fight rule to stay out of danger. If in cover, he can also go to ground to receive a 2+ cover save, allowing you to continue to apply Its after me in relative safety. Zoanthropes, almost more than any other unit in our army besides maybe Tyrants, benefit the most from this formation. It allows them to fulfill their sole purpose; shooting, with a lesser hindrance from Psychic Hoods. Variations:

One can chose to use normal Warriors or even walk their Zoanthropes, but this is much slower formation and can easily be avoided by fast moving Characters like Librarians or Farseers on Jetbikes. Vulnerabilities: All models in this formation are venerable. The shrikes need cover from gargoyles or terrain to avoid being shot to bits with their puny 5+ save. The Deathleaper suffers from a 5+ armor save in combat that makes him venerable to being outnumbered by even simple squads like Fire warriors, and the Zoanthropes have no usable combat stats other than their invulnerable save. Also, once in combat the Zoanthropes can no longer shoot, with is their primary purpose.

Man Splatter -This formation works well against most hoard armies, especially Guard and Orks. It also has some application against other infantry heavy armies like Blood Angels and Space Wolves. Basic Build: Doom of Manantai in Pod 1-2 Hive Tyrant with Stranglehorn Cannon, Hive Commander, Armored Shell. 1-3 Venomthrope(s) 1-3 Biovores(s) Basic Tactica: The formation takes advantage of its many blast weapons and the Dooms special abilities to take off large numbers of men from the board at a time; while still having the power of units like Hive Tyrants to deal with small Mech such as Rhinos and Dreadnoughts. For the first round you take advantage of the Biovores' and Hive Tyrants range to allow them to stay behind the rest of your army. This way they are less likely to enter combat before having taken the most amount of shots possible. With Biovores now being assault weapons, they, along with the Tyrants, can chose to move forward, stay still, or retreat as necessary. Once the Doom arrives, you can either continue to place heavy fire onto the opponent from long range, or move in closer with units like the Hive Tyrant and Venomthrope to engage in combat. The Venomthropes roll can be flexible. You can use it to either defend the Hive Tyrants from enemy shooting and charging; or to aid your own combat units by hindering the attack speed of enemy units. Hoards, being dependent on numbers over strength, are much more likely to be affected by the Venonthopes Toxic Miasma, and defensive grenades. Variations: Zoanthropes can be added, either podded or walking, to take advantage of their S5 ap3 Blast Templates, which are great for damaging MEq units. Vulnerabilities: This Formation is entirely vulnerable to Heavy Mech, as most of its weapons have low strength, or low AP and are unlikely to damage much more than a Rhino or Dreadnought. This Formation is also venerable to combat heavy armies, so it's advised to have units like Hormagaunts or Genestealers to compensate.

Baby Deathstar -A budget Deathstar that takes advantage of the Warrior Prime's Independent character status, but in a cheaper build. Basic Build: 1 unit of 3-9 Rippers with Toxic sacks. 2 Warrior Primes with Boneswords/Lashwhips, Sything Talons. 1 unit of 10+ Gaunts. (Gaunt Shield) Basic Tactica: Like many Tyranid formations, this unit depends heavily on cover saves received from a "Gaunt shield"; but due to the Rippers "Stealth" rule (allotted to them by the "Swarm" rule), this formation can make cover saves on 3+. This, along with the base 3+ save on the Primes, gives you a formation with the wound count of an Ork unit (between 15 and 33), with the saving power of a Marine unit. The Lashwhips on the Primes compensate for the Rippers' mediocre initiative, allowing you to get the jump on most enemy units. This allows you to better take advantage of the Rippers' base 3 attacks that, due to the addition of Toxic sacks, now wound on 4+ against any target (even Wraithlords). Because this unit is small and short, it can be physically placed just about anywhere, whether it be in cover or it the midst of another formation like "The Onion", and in some cases actually avoid Line-of-Sight entirely. By using 9 Ripper bases, you can allocate up to nine wounds from a single set of enemy firing onto the rippers before being required to place wounds onto the Primes. Even with a massive failure to save those wounds, you only stand to lose 3 ripper bases (except against templates). A funny advantage that can occur with this unit is once it drops to only 2 Ripper bases, the entire unit becomes T5. This means that for the purposes of shooting, the lowly ripper has a higher toughness than a Marine. By starting with only 3 Ripper bases, you can actually manipulate yourself into this circumstance with proper wound allocation. Due to the extremely low cost of the Rippers, even when upgraded, and the minimal cost of the Warrior Primes, this formation can easily be placed in 500-1000 point games, while leaving plenty of room for necessary units like Troops, Hive guards, and so forth. Variations: In higher point games, the Rippers can be traded for a Genestealer unit of 5-10 models. The Genestealers, though lacking the "Stealth" rule necessary to give them 3+ cover save, can easily hold their own due to their basic stats and rending abilities that prevent the need of buying upgrades. None-the-less, Genestealers can also be given Toxic sacs, as it will allow them to pose a greater threat to high Toughness units like Wraithlords, and give them a potential second chance at rending against units that are toughness 4 or lower, due to the Re-roll. Instead of replacing the Rippers, one can have the Genestealers follow behind the Baby Deathstar, working to destroy any target that the Baby Deathstar may be troubled by, or acting as a Faustian Choice for enemy target selection. In either above variation, you can use a Broodlord to make for an ubber infantry or Character killer formation. This way, the Genestealers can be relied on for taking objectives, both because of the distraction made by the Primes, and by the added insurance of the Broodlord. Vulnerabilities: Vehicles, Templates, Blast Templates. At no point does this unit have the statistical numbers necessary to reliably damage even a Rhino. It has no Monstrous

creatures for penetration, it cannot mass S4 attacks using adrenal glands in the same way Hormagaunts can; and even if given Deathspitters, there's nothing reliable about trying to shoot two measly S6 blast templates at an oncoming front armor. Due to the Rippers "Vulnerable to Blast/Template" rule (a result of the "Swarm" rule), this unit can be eviscerated by a well placed Large Blast or Template of only strength 4 and up. This is because the Unit is almost always going to be toughness 3. Templates will clean this formation off the board, and Blast Templates still will clean this formation off the board as, even with cover save, wounds received on the rippers are doubled, and can easily carry over onto the Primes. ----

Since there was a thread asking for tactica, I figured I would write one based off my experiences so far with the new codex. Bear in mind that these are based off games against my local metagame (including IG, Nids, Tau, Eldar, SM, and Chaos), so mileage may vary. The grading system works as follows: A- Useful in almost every situation. Almost always worth the points cost. B- Useful in most situations, but not all. Worth the points cost if used with proper support. C- Situational usage. Handy in certain occasions, but those are limited. D- Limited situational usage at best. You're better off avoiding these unless building a themed army or something similar. F- Think of the kittens. Unit Tactica HQ Hive Tyrant- The Hive Tyrant is a very versatile HQ choice, but pays for that versatility in terms of points cost. He can be a CC monster, a short range shooting infantry killer, a long range anti-infantry killer, a light tank hunter, and can also gain mobility through Wings. Ultimately though, his best choice is going to be as a support character, as the buffs he can give units through Psychic powers or upgrades makes him a very significant force multiplier. Be prepared to pay for these upgrades though. Grade -A Hive Tyrant Weapon Biomorphs Lash Whip and Bonesword- The standard option on Hive Tyrants, these are pretty good for basic weapons. The Lash Whip lets you go before all models in base contact, or at the same time if assaulting into cover, and the Bone Sword gives you a small chance at Instant Death on multi wound characters (most will have Ld.10, so the odds aren't good, but there's still a chance). If you're trying to keep a Tyrant cheap and supportive, these are a very good option to go with Old Adversary. Grade -B+ Scything Talons- Good, cheap (they're free!) weapons for a barebones Tyrant that you want to use for support and limited CC. Hitting most things on a 3 means that rerolls are very helpful in CC, and it also lets you take on vehicles that have moved at Cruising speed. Not generally recommended if you're taking Old Adversary on the Tyrant. Grade -A Twin Linked Deathspitter- Not a good choice for a Tyrant, with only Str 5, 3 shots, and 18" range. These are decent antiinfantry, but for the same points cost you can get... Grade -D Twin Linked Devourer w/ Brainleech Worms- These are the weapon of choice for short range Tyrant firepower. You lose the AP5 of the Deathspitters, but in return you get Str 6, 6 shots, and a Leadership modifier if you cause a casualty. In addition, Str 6 allows you to go light tank/transport hunting from range, and you have enough shots to usually do some damage. Grade -A Stranglethorn Cannon- This is a decent option for a long ranged support Tyrant, but its role can be fulfilled more ably by Biovores. The Stranglethorn Cannon will mow down most GEQ infantry, but you have other, cheaper choices to deal with basic infantry (like Biovores). Unless you already have it modeled on your Tyrant, I would avoid this one. Grade -BHeavy Venom Cannon- This gun is good, but not great at tank hunting. It has decent stats with Str9 and AP4 small blast, but having the chance to scatter 2/3 of the time definitely hurts its potential against vehicles, because generally 4" is enough to move the center hole off of your target (average 7" scatter minus BS3 on the Tyrant), and then you're hitting at Str 4 which at best will need a 6 to glance. Having said that, it still gives you the chance to pop transports and light tanks fairly reliably at long range when it hits, and it also lets you go medium troop hunting if you run out of vehicles. Not a bad choice, but not really a great choice either. Grade -B

Hive Tyrant Ability Biomorphs Hive Commander- This is one of your two good choices for Ability biomorphs, as it gives you a +1 to Reserve rolls and the ability to Outflank a unit of Troops. If you're planning on Deep Striking or Outflanking any units, Hive Commander is almost a must. Every turn your units aren't on the board is a turn they've been totally ineffective, so the quicker you can get them on the quicker they can contribute. The ability to Outflank a unit of troops is also incredibly helpful, as it opens up a variety of strategical options that normally wouldn't be available, the most popular of which is Outflanking a unit of Hormagants. Grade -A Old Adversary- This is your other good choice for Ability biomorphs, as it grants Preferred Enemy to your Hive Tyrant and any units within 6". Used properly, this can make even lowly Termagants into vicious killing machines (with Tervigon support), and makes any CC more likely to turn in your favor. This shouldn't be combined with Scything Talons, as Old Adversary will overwrite the Scything Talons in all cases except assaulting Vehicles. Definitely a must have upgrade for a Hive Tyrant that will be supporting your main assault forces. Grade -A Indescribable Horror- Every time someone takes this upgrade, a lovely adorable kitten is placed feet first into a wood chipper. Don't take this upgrade. Think of the kittens. Grade -FHive Tyrant Other Biomorphs Adrenal Glands- Good for a CC Hive Tyrant that's also going to be heavy vehicle hunting, as the extra Str will allow you a slightly better chance at penetrating AV14 on the charge. It will also help going up against other monstrous creatures. You'll be going before most units in CC, so the Initiative bonus isn't great, but it's still helpful. Grade -B+ Toxin Sacs- Not generally recommended for Tyrants, as you'll be wounding almost all infantry on 2+, and monstrous creatures on 4+ anyways. Decent if you're going against a Nidzilla list, otherwise leave these at home. Grade -C Acid Blood- When combined with Lash Whips, it can do some damage to stuff that wounds your Hive Tyrant, but in most cases you're only going to get 4 extra wounds out of it. Save the points for something else. Grade -C Implant Attack- If you see a lot of characters with no Eternal Warrior, or lots of multiwound Monstrous Creatures, then this is a good choice. Against most everything else, it's wasted points. Grade -C+ Toxic Miasma- This causes a wound (with all saves but cover saves allowed) if any target in base to base fails a Toughness test. Again, not worth the points, as anything that's choosing to attack your Tyrant is generally going to have the saves to deal with it, or is going to wipe you on the first round of combat, and large concentrations of weak troops you should mow through in a round or 2 of CC. Really would only be good against a swarm of Toxin Sac Hormagants or Genestealers, which you shouldn't be letting assault you in the first place. Grade -C Regeneration- This is a somewhat pricey, but worthwhile upgrade if you're going to be running wound allocation tricks with your Tyrant (group of Tyrant Guard, and Prime in the unit), as it allows you to spread wounds around and try to regenerate them later. Don't be afraid to put a few wounds on your Tyrant if you have this, as it increases in effectiveness the more times you get to roll the Regenerate test. However, this is definitely a longer term power, and shouldn't be relied on to immediately gain all your wounds back. Grade -B+ Thorax Swarm- Useful if you're making an anti-infantry Hive Tyrant and you aren't planning on taking Wings or Armored Shell. In almost all cases, Dessicator Larvae will be the best choice, as the more wounds you can cause, the more opportunities for failed saves. Only downside is the short range due to the flame template. Grade -B+ Armoured Shell- This is a pricey upgrade, but can keep your Tyrant safe from those dreaded Krak Missile hits. When combined with Regeneration and some Tyrant Guard, your Hive Tyrant will become very survivable, but that survivability comes at a big points cost. Useful if you're making a CC Deathstar unit, otherwise keep the points for other units. GradeB+ Wings- This is a personal favorite of mine, as it gives your Tyrant 12" of mobility and the ability to get into CC on turn 2 if you want. Unfortunately, this also comes at a hefty price tag, and the points can quickly add up if you put other biomorphs on as well. Use this if you're going to have a fast flanking wing of Gargoyles with Hive Tyrant support, otherwise it's a little too expensive to put on an all purpose Tyrant. Grade -B+ Hive Tyrant Psychic Powers The Horror- This power sounds decent, but with the preponderance of Fearless units in armies nowadays, and the fact that if you make a unit run away they're further away from you when assaulting, this one is better left off. Grade -CLeech Essence- This is definitely a very useful power to have on your Tyrant. The ability to regain wounds, especially on

an attack that ignores armor saves, is pretty huge. This should usually be one of the two powers you take, and used when you're attacking a low power infantry unit that you won't need to Paroxysm so you can get some wounds back. GradeA Paroxysm- Easily the best Psychic power a Hive Tyrant can take. There should be no reason not to take this, and to use it at every possible opportunity on units you will be assaulting. This increases offensive, AND defensive capabilities of all of your units in CC, and the only downside is that it's only 12" range and can't be cast into combat. Grade -A+ Psychic Scream- Not a bad power, but with an average roll of 7 on 2d6, and most armies having Leadership 9 or 10 almost across the board, this one is situational at best. In almost every case, you'll be better off taking Paroxysm and Leech Essence instead. Grade -BSample Hive Tyrant Builds Support Tyrant- Bonesword/Lashwhip, TL Devourers, Old Adversary/Hive Commander. This is a relatively cheap Hive Tyrant that can threaten infantry of all sorts, and some light vehicles, while providing the rest of your army with supportive abilities. Take Old Adversary if you run him in the middle of the rest of your troops, Hive Commander if you need to get Reserves in faster. Dakka Tyrant- TL Devourer, TL Devourer, Thorax Swarm, Old Adversary. This guy advances with the rest of your units and unleashes a withering amount of firepower within 18". He can also do good damage in CC as well once he gets close enough. Flyrant- Bonesword/Lashwhip, TL Devourer, Old Adversary, Wings. This guy is pricier, but provides Synapse and support to your fast attack element. Pair him with some Gargoyles and Hormagants and you get a very fast CC element that should usually get into combat by Turn 2. He'll need the Gargoyles to screen him from enemy fire, as he'll attract a lot of firepower. Deathstar Tyrant(credit voraciousapathy) - Armoured Shell, Regeneration, Bonesword/Lashwhip, Scything Talons, Old Adversary. This guy is a CC beast, and with a Tyrant Guard retinue and Prime escort, can play all sorts of wound allocation tricks. You'll pay the points for this one though, in a 2000 point game expect his unit to take about 500 points to build. Tyrant Guard- If you're planning on having a walking Tyrant, then having at least one Tyrant Guard is almost required. Having a Guard gives you two extra ablative wounds, allows you to play wound allocation tricks, and gives your Tyrant cover from friendly models in front. Paying the upgrade points for Lash Whips is generally advisable, since you'll be able to knock out a few models before they can attack you. Boneswords aren't that great an upgrade, as the Tyrant will be doing most of the CC damage anyways, the Guard are just a bonus. Grade -A(for walking Tyrants, Swarmlord),BThe Swarmlord- This guy is a CC nightmare for any enemy characters or monstrous creatures. His Bone Sabres cause Instant Death, and he forces successful Invulnerable saves to be rerolled (great for pesky Stormshield Terminators). He can also use 2 Psychic powers a turn, and gives you +1 to Reserve rolls, as well as the ability to reroll which side an Outflanking unit is coming in from. All of this, however, comes at a hefty price tag, especially once you factor in the almost mandatory Tyrant Guard he'll need to keep him alive to get into CC. He's very useful in a Deep Strike/Outflanking army, otherwise you're better off going with a Deathstar Tyrant if you want an unstoppable CC unit. Grade -ATervigon-I'm listing this guy in the HQ section, since that's his ostensible unit entry, but he's much more effective as a Troops choice. He's exactly the same creature, only now he's a scoring unit as well, and he's very hard to budge off an objective. If at all possible, take Tervigons as Troops instead of HQs.As a unit Tervigons are definitely support characters. They provide a wide array of bonuses to Termagants in a 6" radius (Toxin Sac and Adrenal Gland support, Leadership 10 for the Gaunts, and the Counter-Attack special rule), can poop out more Termagants, and have several useful Psychic powers that can support the rest of your army. You'll never really go wrong by including a Tervigon in your army. Grade -A Tervigon Weapon Biomorphs Scything Talons- A decent choice, but in most cases you're better off just leaving the Tervigon as is. His worth lies in his support abilities, not in his CC prowess, and you should pick your fights with him carefully. Grade -BCrushing Claws- The Tervigon is really the only creature in the Tyranid army that benefits from Crushing Claws, since he's Initiative 1 anyways. Unfortunately, Crushing Claws are an expensive upgrade for a unit that isn't that great in CC. Save these points for something else. Grade -BStinger Salvo- I've actually changed my mind on these. Stinger Salvo is best taken on a Tervigon that will be supporting front line Gaunts and close enough to shoot light vehicles. It gives you a chance to shake or possibly kill light transports and speeders, and you don't have to worry about collateral damage to your Gaunts. It also gives you the opportunity for side and rear shots on unwary tanks. In most cases Cluster Spines will be better, but there is definitely a place for Stinger Salvo. Grade -B-

Cluster Spines- These are almost a no brainer to take. They're a free substitution for the Stinger Salvo, and they give you a Str 5 large blast template at 18" range. They don't have any AP, but the more wounds you can cause, the more chances at having an enemy fail a save, and you can shred light infantry threatening your Tervigon. Grade -A Tervigon Other Biomorphs Adrenal Glands/Toxin Sacs- This is where the Tervigon starts to shine. Any Tervigon with Adrenal Glands and/or Toxin Sacs gives the benefits of those upgrades to any Termagants within 6", and this combined with Counter-Attack can make Termagant screens very deadly, as well as making combined Termagant assaults a viable tactic. You should always have at least one of these upgrades on your Tervigons, and if at all possible, both. If you have to choose one, Toxin Sacs are generally the preferred first upgrade, as they let Termagants cause a lot more wounds than they normally would. Adrenal Glands are a little more situational as they require you to get the assault. GradeA-(Adrenal Glands),A(Toxin Sacs),A+ (both) Acid Blood- Not a great choice for the Tervigon. More wounds on the creature allows you to force a few more tests than the Hive Tyrant, but lack of Lash Whips means most of those tests will be passed. Points are better spent elsewhere. Grade -CImplant Attack- A CC upgrade for a creature that's not optimally designed for CC. Again, points are better spent elsewhere. Grade -CToxic Miasma- This will protect your Tervigon from getting swarmed, but that's not really a huge worry anyways, as he can spawn Gaunts to help him and cast Catalyst while in CC. He should be supported by other units at all times, so again not a great use of points. Grade -C Regeneration- Very pricey, and most people generally won't shoot at your Tervigons first. I'd recommend leaving this one off and using the points for more high priority targets like Tyrants and Trygons. Grade -C Tervigon Pychic Powers Dominion- Good if you have a unit out of Synapse that you need to be in Synapse for a turn, but in most cases you'll want to use Catalyst or Onslaught. It's free though, so that makes it a deal! Grade -ACatalyst- This is a great power to take, as it allows you to give a friendly unit Feel No Pain until the start of your next turn. It can also be cast into close combat, so it's very useful if a unit is in danger of getting overwhelmed. Use this to keep high priority targets alive, and/or to discourage shooting at them. Grade -A+ Onslaught- If you are walking your Zoanthropes, this is the power to take. It allows you to run a unit, and then shoot with it in the same turn (or shoot and then run should you so prefer), and adds first turn tank killing capabilities to Zoanthropes. It's a little more situational than Catalyst, but still a very useful power. One negative to bear in mind, is that since it's a Psychic shooting attack, if you use it on one of your units then the Tervigon cannot assault that turn, or shoot at an enemy unit. Grade -A Spawn Termagants- I'm giving this its own section because it's one of the defining abilities of the Tervigon. During the movement phase, before the Tervigon moves, it can choose to spawn a unit of Termagants by rolling 3d6. Any doubles means the Tervigon has blown a sphincter and can't poop out any Gaunts for the rest of the game. Once the Gaunts are spawned, they can move, shoot, and assault as normal, and used properly, this can be a huge force multiplier for your army. My personal strategy is to spawn a unit for each objective in my backfield at the start of the game, and then save any additional spawns until they are needed, whether to tarpit an enemy unit, aid in shooting and assaulting, or claiming late game objectives. Remember that these Gaunts also get the Adrenal Gland/Toxin Sacs bonus, so they can be a very effective assault force to tip the scales in your favor. Also, remember that if your Tervigon dies, any Termagant units within 6" have to take a bunch of wounds. Grade -A++ Tervigon Builds- Generally the most effective Tervigon build is Adrenal Glands, Toxin Sacs, Cluster Spines, and either Catalyst or Onslaught. This gives you the most bang for your buck points-wise, and allows him to function at what he does best, supporting other units. Tyranid Prime- This guy is a very cheap and effective HQ when you don't want to spend the points on a Hive Tyrant or Tervigon. He's beastly in CC, pretty survivable against shooting, and allows you to play wound allocation tricks when attaching him to other units. He can also enhance other Warriors if he is attached to their unit, though this is best used for the BS upgrade as opposed to the WS upgrade. He's usually best used as a wound allocation trickster while advancing up the field, and then small squad or character hunting on his own once he gets there. Grade -A *edit* The Tyranid Prime may not deploy with a unit in a Mycetic Spore (Tyranid FAQ 1 July 2010)

Tyranid Prime Weapon Biomorphs Scything Talons- The basic equipment for your Prime, these aren't bad, but Boneswords can be had for a marginal points cost and do so much more. If you want to make a CC Prime, Scything Talons plus Boneswords is a pretty effective combination. Grade -B Rending Claws- Marginal points cost, marginal effectiveness. If you plan to go vehicle hunting with your Prime these are useful, otherwise it's worth the extra couple points for Boneswords (and you should be vehicle hunting with something more suited to it). Grade -BPair of Boneswords- My personal favorite, this makes the Prime absolutely nasty in CC. He ignores Armor saves, and can Instant Death almost any multiwound character vulnerable to it. 3d6 Leadership test means you have a 50% chance to kill them outright, if they don't die from wounds inflicted first. This also makes him decently effective at monstrous creature hunting, although it's a gamble since he's only Str5. Give him some Toxin Sacs, however, and he's a perfect MC killer. Grade -A Bonesword/Lashwhip- A little pricey, and in most cases the Prime's initiative will allow him to go first, these are nonetheless useful for assaulting into cover or acting as a defensive aid to a Carnifex group or Tyrant Deathstar group. Testing on 2d6 for Leadership means you won't ID as many characters, but you still get to ignore armor saves. A good defensive upgrade. Grade -ADevourer- The basic Prime gun, this is good as a free shooting choice. However, for a few points more you can get the... Grade -B Deathspitter- Better strength, better AP, and for a tiny points cost more, this is the best ranged weapon to take on your Prime. You also get the chance to tag transports or flyers with it. Grade -A Spinefists- I guess if you really want 4 TL Str3 shots at 12" range, you can take the Spinefists. Otherwise, there are much better options. Grade -D Tyranid Prime Other Biomorphs Adrenal Glands- These are a decent upgrade for the points cost, and allow you a chance to take down light tanks on the charge. If you have the extra points lying around, it's worth it to grab them. Grade -B+ Toxin Sacs- These are handy if you know your Prime is going to be MC hunting during the game, otherwise you're better off sticking with Adrenal Glands or no upgrade at all. Grade -B Regeneration- If you want to play wound allocation tricks (like with the Tyrant Deathstar group, or to keep ID hits from gibbing Zoanthropes) then Regeneration will be a priority upgrade to take. Again, bear in mind that it works best over time, so be prepared to put some wounds on your Prime. I wouldn't really take it in any other Prime build, as it's very situational, but if you have the points lying around, it won't hurt. Grade -B+ Tyranid Prime Builds- The Prime generally comes in 1 of 3 flavors. Support Prime- Scything Talons, Deathspitter. This guy goes in a shooty Warrior brood, and is there to satisfy a HQ force-org selection. Cheap, and won't do a whole lot other than make your Warriors more shooty. CC Prime- Boneswords, Scything Talons (or Deathspitter if you want some ranged), Adrenal Glands, Toxin Sacs. This guy has one goal, hunting down characters and MC's, and putting a swift end to them. He can hide in a Termagant or Carnifex squad to get there, and then charge out and do some damage, and as long as he kills something, he's usually made his points back. Wound Allocation Prime- Shooty or CC Biomorphs, Regeneration. This guy is there to put wounds on that would ID other stuff, and then regenerate them later. Stick him in either a Zoanthrope squad, or a Tyrant Deathstar squad and watch the ensuing fun. Definitely more of a defensive build. Parasite of Mortrex- The Parasite is an interesting unit, and one that I feel is the tiniest bit overpriced. He's definitely got the mobility, Str, and Attacks to put a hurting on anything he comes in contact with, and a 3+ save makes him fairly survivable as well (even though he's only T4). My only issue is that you can't choose whether or not to use his Ripper spawning abiity, since in KP games he will quickly lose you the game with the amount of individual Rippers he can put out per turn, and that he's not as synergistic as our other HQ choices. Ideally you want to run him in a Shrike brood with a Gargoyle screen, and on turn 2 run him out to join the Gargoyles and go light infantry or IC hunting so you can take advantage of his Ripper spawning and Instant Death attacks on low toughness models while the Shrikes go heavy infantry hunting. Grade -B-

Summary There really aren't any bad choices for Tyranid HQ units, it comes down to how you see your HQ being used in your games. You can make a super cheap HQ with just a barebones Prime, and use the points for other stuff, a super killy CC Deathstar Tyrant unit, or anything in between. The only thing I would recommend would be to always take your Tervigons as Troops; having them as scoring units can make a huge difference. -----------------------------------------------Elites Hiveguard Brood- These guys are by far my favorite new unit in the new codex. They're tough, they have a gun that can take down all light vehicles and have a chance at heavies, they ignore cover, and they're affordable in points! So far the only problem I've had with them is finding more models to buy, since they're sold out in every store I've gone to. I find that a brood of 2 works well in most 1500-1750 point games, and in games of 2000 or more a brood of 3 is necessary to survive at effective killing strength. They're also very effective at taking out anything that's multiwound Toughness 4, as all it takes is one failed save and then it's spike through the forehead time. Against Tyranid Warriors, these guys are brutal. The only question should be whether to take 1 brood or 2. Grade -A++ Lictor Brood- Lictors used to be pretty good, and cool models to take. Lictors in this Codex suffer from a case of 'wtf'. They're useful at taking down light tanks from behind, or small isolated units, but most of their special rules don't fit with the synergy of the other Tyranid units. You can't use their Pheromone Trail until Turn 3 at the earliest, and losing the ability to assault the turn they come in really hurts their survivability. Also, since they're competing for one of the coveted Elites slots, there's not a whole lot of reason to take them. Grade -CDeathleaper- Deathleaper is a very entertaining option to add to your army, as well as a potent force multiplier against certain spammed unit selections (I'm looking at you Mr. Allied Inquisitor w/ Psychic Hood). He's pretty much a Lictor with a host of nasty special abilities, and the key to using him properly is knowing what he is and isn't capable of doing. Deathleaper IS capable of harassing small units, light tanks, and generally being an annoyance to your opponent's backfield. Deathleaper is NOT capable of soloing a squad of TH/SS Termies or an entire Boyz squad, and his combats should be picked with care. Luckily, since you get to place Deathleaper exactly where you want, you'll be able to dictate his situation every time. Grade -A(armies reliant on one high LD model such as Eldrad, SM Librarian, Allied Inquisitor or others),B(other armies) Deathleaper's Abilities It's After Me- This is Deathleaper's bread and butter, as it allows you to reduce the leadership of a single enemy character by d3 as long as Deathleaper is alive. Make careful note that this applies to all characters, not just Independent Characters, so a squad upgraded character is fair game as well should you want to use it on them. The jury is still out on whether unique characters without the Independent Character tag(Mephiston, Swarmlord, others) are considered to be viable targets, as according to the BRB they are neither an IC or an upgrade character and thus are not targetable by this ability, so be sure to talk it over with your opponent before the game. What was that?- This is handy if you want to slow down a section of the enemy army, as it makes all infantry units within 12" roll one less dice when moving through difficult terrain. This can also make it much tougher for them to reach Deathleaper when he's hiding in cover. Where is it?- This will help you keep Deathleaper alive a lot longer than a normal Lictor, so don't forget this rule. Any enemy unit that wants to shoot at Deathleaper has to test for Nightfighting, halving the distance they roll (so 2d6 times 3, and then divided by 2) making the maximum possible range Deathleaper can be shot at 18". Where'd it go?- Handy for late game objective contesting or getting Deathleaper out of a tight spot to preserve a kill point, this allows you to remove Deathleaper during the Movement phase and then replace him on the table during your next turn following his normal insertion rules (as long as he is not stuck in close combat). Killing Strike- Counts Deathleaper's attacks as Rending on 5 or 6, this one also needs to be discussed with your opponent as the exact entry states that it only applies to To Wound rolls, making it worthless against vehicles. Venomthrope Brood- Another useful addition to the new Codex, these guys are great to take to give your MC's and swarms more survivability. They give a 5+ cover save to any unit within 6", and they're absolutely fantastic against Orks and other Tyranids to discourage charges by making them take a Dangerous Terrain test as well as giving the defending unit Defensive Grenades. They're also pretty good at counter-assaults, as they wound on a 2+ and have Lash Whips. Make sure they have a cover save from your other units as they advance, and if possible keep them out of line of sight, because they will be target number one for any CC army with some shooting. The only problem with taking these guys is it means you can't take another unit of Hiveguard. Grade -AZoanthrope Brood- Zoanthropes are heavy tank killers, MEQ killers, and the first thing your opponent is going to try to

blow away. I always include at least one Zoanthrope brood of 2, and they've always done pretty well for me. They'll pop most tanks with their Str10 AP1 Lance, and against clustered Marines they're deadly with their Str5 AP3 blast template. The main things to watch for with Zoanthropes are weapons Str8 or higher, and massed small arms fire. With only 2 Wounds, and a 3+ Invul save, Zoanthropes go down pretty quickly to massed fire, so hide them out of LoS as much as possible. Conversely, you can also put the Zoanthropes in a Mycetic Spore and drop them next to whatever tank you want to kill, but be aware that they're going to be subjected to a lot of firepower during the next turn, as well as being somewhat random in when they're going to come in. Overall one of our best Elite choices against heavy armor, but watch out for anti-psyker abilities and equipment, as it can really ruin the effectiveness of Zoanthropes. Grade -A+(no anti psyker),B(anti psyker present) The Doom of Malan'Tai-The DoM. This guy is currently the subject of several fractious rules debates, the main ones being whether or not he can affect units in transports, and whether you can get cover saves from his aura.His main killing power is his 6" aura, which forces enemy units to take a Leadership test on 3d6, and for each point they fail by they lose a wound with no armor saves allowed. This combines with the DoM's ability to gain a wound for each wound he causes to make him nearly impervious to anything other than Instant Death weapons. He also has a nasty Psychic attack that uses a large template and is AP1, so he can put the hurt on clusters of high armor enemy units as well. Currently I feel the DoM is very powerful, but also highly reliant on random chance; if he doesn't get good rolls on his first aura pulse, he'll die fairly quickly without making his points back. However, he's cheap to take, can take a Spore to put himself into ideal position, and is very effective almost every game. Just don't expect to make many friends when you take him. Grade -A *edit* the DOM's spirit leech does not affect units in vehicles. Units are allowed to take cover saves against the DOM's spirit leech (Tyranid FAQ 1 July 2010) Pyrovore Brood- Pyrovores have amazingly cool models, and amazingly lackluster abilities for an Elite choice. They are primarily reliant on their flame template attack to do damage, as they only get a single attack base, but they don't have the survivability to get close enough to the enemy to use their flamespurt, so you almost have to give them a Mycetic Spore to get close enough. That being said, they do a lot of damage with their flamespurt when they do get close enough, but normally won't survive long enough to make their points back. A situational choice at best, I use my Pyrovore models to represent my Biovores, because they do look amazing. Grade -C Ymgarl Genestealer Brood- These guys are versatile, dangerous, and need to get on the board as quickly as possible. They also take some practice to use, as you need to pick a terrain piece that is close enough to where you think your opponent will be when they come in, but not so obvious that your opponent can fill it up and deny the brood from deploying (thus killing them). So far, I've found that if there's a terrain piece near the middle of the board, that's generally the best place to put them, as most people will expect you to go straight for their deployment zone, and being able to move, run, and assault the turn they come in gives Ymgarls a very large threat radius. Another nifty ability is their mutations; if you're attacking into cover go with increased Toughness to survive the first round, if you're attacking a high armor low model count unit go with extra Attacks to force extra saves/Rending, and the Str bonus can give you an edge against vehicle armor. These guys are pricey, but worth it if you want some CC specialists. Grade -B(no Reserve support),A(Hive Commander or similar support) Summary The Tyranids have several very good choices for the Elites slot, and several not so good choices, which is a shame since the not so good choices are still interesting units. Most lists will include a unit of Hiveguard, a unit of Zoanthropes, and then a unit that matches up well against the armies you think you'll be playing. Another option is to stack Hiveguard and then use Tyrannofexen for heavy tank killing, or, if you really want to play psychological games with your opponent, take 3 Ymgarl broods and watch him quiver. All in all, it's usually worth it to max out your Elites choices. -----------------------------------------------Troops Tyranid Warrior Brood- These guys are an 'elite' troops choice for the Tyranids. Warriors have 3 wounds apiece, and a 4+ save, so they're pretty durable for a Troops choice, but they suffer heavily from Str8 and higher weaponry (Krak Missiles especially). Generally it's best to field Warriors in broods of 4-6, as this keeps them effective even after taking casualties, but not too large to become unwieldy or a points sink. Grade -ATyrand Warrior Weapon Biomorphs Scything Talons- The basic equipment for a Warrior, Scything Talons are handy since Warriors hit most things on a 3. If you want to keep your Warriors cheap, Scything Talons are definitely one of the better choices to take. Grade -B+ Rending Claws- These are an inexpensive upgrade to make your Warriors a bit more effective in CC, and can also give you a chance against light vehicles. Not a bad choice for CC Warriors, but Boneswords are better if you're going that route. Grade -B

Pair of Boneswords- These will turn your Warriors into CC nightmares. Power weapon equivalents that also cause Instant Death on a 3d6 Leadership test, these are the way to go if you want to make a dedicated Warrior CC squad. Watch out for points cost though, because if you combine these with some other biomorphs you can quickly make your Warriors very expensive, and still vulnerable to ID weapons. Grade -A Bonesword/Lashwhip- These are even better for CC Warriors, as they allow you to assault units in cover at the same Initiative, but you pay the extra points cost for them. I consider these to be more of a defensive upgrade, as they allow you to absorb charges and still strike first. Grade -ADevourer- The basic gun the Warriors come with, this is a perfectly serviceable weapon that can mow down light infantry fairly effectively. If you want to keep your Warriors cheap, this is an excellent choice. Grade -B+ Deathspitter- An excellent upgrade for shooty Warriors, this gun will destroy GEQ units and usually do enough wounds to put a hurting on MEQ's as well. It's fairly cheap to take, and coupled with a Prime in the unit can be very successful at shooting. Grade -A Spinefists- No real reason to take these on Warriors, as Devourers are more effective and free as well. Grade -D Barbed Strangler- This is an excellent weapon to put on a Warrior shooty brood. A large blast Str 4 AP5 weapon in conjunction with other Warrior shooting is very effective against any sort of infantry, and can also cause pinning which allows you to close in for the kill. Also allows you to play wound allocation games when taking damage. Grade -A Venom Cannon- The Venom Cannon is a decent upgrade for a Warrior, as it allows you to snipe at light tanks and transports, but for a shooty brood a Barbed Strangler is better, as the other shots are usually wasted on a tank (also, your Hiveguard should be taking out light tanks). Ideally, stick the Venom Cannon in a CC brood to give them something to do while they're closing in, but then you lose the opportunity to run during the shooting phase so it's a tradeoff. Grade -B Tyranid Warrior Other Biomorphs Adrenal Glands- Good for CC Warriors, but can quickly drive the price up. These allow you a better chance against vehicles, as well as striking before MEQ's on the charge. Pair these with Toxin Sacs for ultimate CC Warriors (pricey though). Grade -B+ Toxin Sacs- Very good for CC Warriors if you know you'll be going against MC's or Plague Marines, otherwise Adrenal Glands are usually a bit more useful. Grade -B Tyranid Warrior Builds Shooty Warriors- Deathspitter, Scything Talons, Barbed Strangler. These guys will pump out a lot of shots at 18" range, can move and shoot, and can also take down clustered troops at range with the Barbed Strangler. If you stick a Prime in with them, their shooting gets that much better and can really start causing some wounds. They're also fairly decent in an assault, so don't be afraid to get into CC if you have to, just watch out for CC specialist units. CC Warriors- Boneswords, Devourers/Scything Talons, Toxin Sacs, Adrenal Glands. These guys are pricey, but will put the hurt on anything they get into combat with. If you know they're going to have Old Adversary support from a Tyrant, go with the Devourers to get some shooting in while they close, otherwise keep the Scytals and run them. Another fun trick is to use the Outflank ability from a Hive Commander Tyrant to bring a group of these in from a board edge and decimate your opponent's backfield. Genestealer Brood- Genestealers have long been the CC mainstays of the Tyranid army. Fast, both in movement and combat, and nasty in CC, your opponent more likely than not will make your Genestealers a priority target. Luckily, they have a couple ways to avoid that, including Infiltrate and Outflanking. Genestealers are pricier than Gaunts, but not as pricey as Warriors, so make a good middle ground if you want some 'elite' Troops but don't want to shell out for Warriors. Be aware of shooting, as Genestealers tend to die fairly quickly once they have to make saves. Grade -A Genestealer Weapon Biomorphs Scything Talons- These aren't too expensive, but statistically you'll be much better off spending the points on Toxin Sacs. Grade -BGenestealer Other Biomorphs Adrenal Glands- These are generally wasted points on Genestealers. Initiative 6 means you'll be going before almost everything else anyways, and you already have Rending to try and take down light vehicles. Save the points for Toxin Sacs. Grade -C-

Toxin Sacs- If you're going to take an upgrade for your Genestealers, Toxin Sacs are the way to go. They give you rerolls to wound on almost everything you'll be attacking, they let you hit MC's with a good chance of success, and they give you more opportunities to get Rending attacks from the rerolls. Usually this will be the only upgrade you need on your Stealers. Grade -A+ Broodlord- The Broodlord is an expensive upgrade, but will turn one of your normal Genestealers into a CC nightmare. He's no longer an IC, so can't be picked out in CC, but he also no longer has power weapon equivalent attacks, so he's not quite as dangerous as he used to be. Taking a Broodlord is a great defensive upgrade for your Genestealer brood, as it lets you play some wound allocation tricks, and he can also do some damage if the rest of the squad gets wiped out and he has to be on his own. Effective if you have the points to afford him. Grade -A Broodlord Upgrades Scything Talons- Same usefulness as for Genestealers; take Toxin Sacs instead. Grade -BImplant Attack- This is a very pricey upgrade, and should only be taken if you know you're going to be hunting a lot of MC's or multiwound characters. Otherwise it's not really worth it. Grade -C Acid Blood- Unless you're planning on taking 15 wounds from a unit of Necron Warriors, there's no reason to take this. Save the points for something useful. Grade -D Genestealer Brood Builds- Generally, there's 2 Genestealer Brood builds: Barebones Genestealers, and Genestealers with Toxin Sacs. Toxin Stealers will be more effective in CC, but will cost a little more. Most broods tend to size in at 7-8 models, as more are hard to hide and will usually overkill your enemy in CC, while less means you lose a lot of killing power with each model lost. You can also take a brood of 5 just for the Broodlord, but then you run the risk of getting overwhelmed with firepower and not making any points back. In the end, Genestealers are a solid choice no matter what, so it comes down to personal preference. Termagant Brood- The Termagant is the basic trooper of the Tyranid army. On their own, Termagants aren't anything special, but with the right upgrades and Tervigon support, Termagants become much more powerful than the sum of their parts. You can use Termagants as cannon fodder, but knowing when to sacrifice them and when to keep them alive can often spell the difference between winning and losing. Grade -A(Tervigon support),B(alone) Termagant Weapon Biomorphs Fleshborer- This is the basic Termagant weapon, and while not as long ranged as other basic infantry weapons, is still plenty powerful to get the job done. Str 4 and AP5 means you'll decimate GEQ armies, and still have a chance to cause wounds on MEQ's. The only downside of the Fleshborer is its 12" range. Still, for the price of a Termagant, you get a pretty decent gun. Grade -AStrangleweb- The Strangleweb is an interesting idea, but ultimately a flawed design. Designed to wound against a target's Str, the Strangleweb suffers from only being Str2, which means that against anything other than Grots, you're going to have a tough time wounding. If you do wound, you'll cause a Pinning Test, which is always useful, but not quite enough to justify its points cost on a Termagant. Grade -CSpinefists- For an additional point, you get a gun with less Str, the same range, and Twin-linked. There's no reason to take these unless you play strict WYSIWYG and have Spinegants left over from last edition. Grade -D Spike Rifle- The Spike Rifle adds an extra 6" to the Termagant's shooting range, but sacrifices a point of Str and has no AP, which makes it pretty ineffective against most everything. If you want to make your Gaunts shooty, the best bet is to get... Grade -CDevourer- Devourers! The Devourer is an amazing (and pricey!) upgrade for Termagants, but in return it turns them into a ferocious glass cannon. Also referred to as Devilgants, a Devourer armed Gaunt is able to pump out 3 shots at Str4, and even though there's no AP, with that many shots per Gaunt you're going to cause some failed armor saves. The most common strategy calls for a unit of 20 Devilgants in a Mycetic Spore, which allows you to keep them safe until they come in, yet still put them in range to destroy a unit of your choice. Don't think these guys are limited to just light infantry either, with enough shots you can force some failed saves on just about anything. The only issue is the price, these things are expensive! Grade -A Termagant Other Biomorphs Adrenal Glands/Toxin Sacs- These are always better off on a Tervigon offering support to your Termagants, because it'll be cheaper and the Tervigon can offer it to multiple units at once. Grade -D

Termagant Builds Termagant- This is a standard bare bones Termagant, and is one of the cheapest Troop choices in the codex. These guys are great with support, and can be used for cannon fodder should you need to tarpit enemy units. It's hard to go wrong with Termagants. Devilgant- Termagants armed with Devourers, these guys are definitely glass cannons, since any opponent who has faced them before is going to try to wipe them out before they can get shots off. Best off in a Mycetic Spore, Devilgants will make it rain (brain eating worms). Hormagant Brood- Hormagants are cheaper CC alternatives than Genestealers, but can be just as nasty with the right upgrades. They are definitely not as durable as Genestealers, so you have to be careful with how you use them, but they are very quick (getting 3d6 pick the highest for their Run roll) and moving through difficult terrain will generally not pose a problem. If you have the opportunity to Outflank a unit through Hive Commander, Hormagants are a good choice. Grade -A Hormagant Other Biomorphs Adrenal Glands/Toxin Sacs- Both of these are very useful on Hormagants, and are best off taken together if you want to maximize Hormagant close combat effectiveness. You will end up making your Hormagants a bit pricier if you take these though, so be careful of shooting. If you can only take one, Toxin Sacs are the better choice, as they give you the opportunity to take out high Toughness targets, while taking Adrenal Glands gives you the chance to glance light vehicles to death. Beware of Dreadnaughts in CC. GradeB(Adrenal Glands),A(Toxin Sacs),A+(both). Hormagant Builds- Hormagants are pretty simple, either keep them barebones to maximize models, or give them Adrenal Glands and Toxin Sacs to make them CC monsters. Both work well. Ripper Swarm Brood- Rippers are great tarpit units that can also put out a surprising amount of wounds with the right upgrades. Grade -B Ripper Weapon Biomorphs Spinefists- Not a terrible choice for Rippers, but not a good one either. You get 4 shots per base, but you're also firing at BS2 and adding an additional 50% to the cost of the unit. Take these if you absolutely must have a shooting option for your Rippers, otherwise the points are better spent elsewhere. Grade -D Ripper Other Biomorphs Adrenal Glands- This is a pricey upgrade for a unit that doesn't really need it. Rippers are Initiative 2, so you're going after almost everything anyways, and while the extra Str is useful (lets your Rippers glance-death vehicles) it's also very expensive. Save these points for... Grade -CToxin Sacs- These are a fantastic upgrade for your Rippers. Now instead of a tarpit/meatshield, you have a tarpit/meatshield that can dish out a bunch of armor saves to just about anything with a Toughness value. If you can couple these with a Paroxysm, your Rippers can do a pretty significant amount of damage in CC. If you want to give your Rippers killy potential, these are the way to go. Unfortunately, they're still expensive. Grade -ATunnel Swarm- This is useful if you want to threaten some Devastator squads or something similar in your opponents backfield, but you better have some Synapse support or the Rippers are going to die pretty quick. In addition, you'll need some cover to Deep Strike them behind otherwise they'll get shot fairly quickly. If you're planning on running an all Reserves army this isn't a bad choice, but it's very situational. Grade -C Checkerboarding your Rippers(or: How to annoy your opponent in 3 easy steps) The concept behind this is to use your Rippers to give each other a 3+ cover save as they advance up the field. In order to do this, you'll need an even number of Ripper bases in each brood, and each brood will have to have the same number of bases (so 4, 6, or 8 bases). When deploying your Rippers, set them up like so: R1-2"-R1-2"-R2-2"-R2 R2-2"-R2-2"-R1-2"-R1 The 2" gap is so you can move the bases between each other and maintain unit coherency, as you have to move 1 unit at a time. With this, 50% of each unit is in cover (as long as nothing dies), and you can safely advance in the open with a 3+ cover save. I'd save this for tournament style games or someone you dislike intensely, as it's very annoying to do to someone . Note that you can also then put other units behind the Rippers and get the 4+ cover save from them as well. Grade -Limburger, possibly aBrie Ripper Builds- This pretty much boils down to: do you want basic Rippers or Toxin Sac Rippers? You'll pay the points for the killy power, but it's a good upgrade if your opponent isn't expecting it, as most people generally won't waste

firepower on Rippers in any sort of cover. No matter what Ripper build you take, watch out for those hidden Powerfists or Str6+ stuff; if you can't kill it before it can attack you, expect to lose badly. Summary Like the Tyranid HQs, there's no real bad choices for Troops for Tyranids. You have a broad range of models that can all do different things, and it really comes down to how you want your army to function. Choose accordingly.