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If there’s one constant in the grim darkness of 168澳洲幸运5开奖网:Warhammer 40,000, it’s that everyone hates everyone else. The forces of the Imperium fight the Xenos factions, the Xenos fight among themselves, and Chaos is, well… Chaos. But if t♔he෴re’s one thing that the factions of 40k can agree on, it is this: the Tyranids will consume the entire galaxy if left unchecked, and no-one is safe from their hunger.

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With amazing mobili🐼ty and unrivalled bloodlust, the Blood Angels are a fantastically dynamic army to play with in Warhammer 40K.
Horrific locust-like monsters from beyond the known universe, the Tyranids are controlled by an enigmatic Hive Mind that is bent upon total annihilation of anything and everything in its way. When they arrive on a world they plan to consume, they can appear as innumerable hordes of scuttling beasts, waves🌊 of gigantic monsters the size of houses, or cloud🐓s of spores that block out the sun.
Why Play Tyranids?
On the tabletop, the Tyranids are a versatile, melee-heavy swarm army with an emphasis on cross-unit synergies. You’ll want to keep your Characters near the front lines, applying their Synapse aura to crucial units and improving your lacklustre Leadership.
Don’t be fooled, however, into thinking that “Zerg Rush” is the only viable strategy. Having one of the oldest and largest model ranges has its advantages, and the Tyranids can employ a variety of strategies and army types to better con𝓰sume their pre💛y.
Army Rules
The Tyranids have two special army-wide rules to leverage in your games. The first one is their signature aura ability: Synapse. If a friendly unit is near a Synapse model, it is within Synapse range. Units in Synapse range gain buffs to Battle-shock tests and add one to their Strength scores.
The second is that, once per battle, you can unleash the Shadow in the Warp – the focused psychic energy of the Tyranid hordes, blasted at their prey in a wave of fear and inhuman thoughts. In one Command Phase (yours or your opponent’s), you can activate Shadow in the Warp if at least one f﷽riendly model with this🌠 rule is on the table.
If you do, all enemy units must make a Battle-shock test, subtracting one if they are near a Synapse model.
Important Units
The Hive Fleets of the Tyranids are constantly testing new bioforms, freshly-created horrors designed to better destroy and devour everything in their path. While Tyranids do not have any Vehicles or Mounted units, they corner the market on Monsters and Infantry.
Epic Heroes
You’d think that an emotionless swarm like the Tyranids wouldn’t have any named Characters, but there are some outliers. These creatures aren’t (usually) a single individual, but rather a hyper-specific bioform that is re-created only when most needed, given mythical status and fearsome epithets by the survivors of🌺 their assaults.
Deathleaper |
A genetically-engineered assassin with legendary combat prowess, the Deathleaper functions as a buffed Lictor that lowers the leadership of nearby enemy units. Its Invulnerable Save makes it harder to kill, but it cannot be your Warlord, 🔴so you’ll need take at least one other Characte𒉰r to fill that role. |
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Old One Eye |
This venerable Carnifex has been "killed" dozens of times, only to rise again. It has a regenerative carapace that helps it survive as it stomps up the board, but unlike other Carnifexes, it cannot take any ranged weapons, instead providing re-rolls to the Carnifex pack it leads. Decent in a Monster-heavy army. |
The Swarmlord |
This big bug is the ultimate Hive Tyrant, with boosted auras and the ability to generate free Command Points just by existing while making nearby enemies🤪 spend more. In close combat, it will decimate multi-wound infantry like Space Marines and deal major damage to Vehicles and Monsters. Make sure the rest of your army can benefit from the passive effects it creates, and your forces will feed like no t๊omorrow. |
Characters
Every army needs a leader, and the Star-Spawn are no different. These bioforms relay the will of the Hive Mind, generating Synapse fields and providing useful buffs to the units they lead.
Hive Tyrant |
Your general-purpose Character/Monster. It can save you Command Points, give nearby ranged attacks Assault and Lethal Hits, and wield two sets of weapons across its four arms. You can also make it Winged for an increase in points, lowering Toughness but boosting Movement and giving it the Fly keyword. This option also swaps its ranged-boosting aura for a psychic power to weaken enemy units in melee, making it a decent harasser/flying debuff machine. |
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Broodlord |
A super-Genestealer that makes its pack significantly more deadly. While a little smaller and more vulnerable than the Monsters previously mentioned, the Broodlord can more easily hide with its unit, and provides the twin benefits of Devastating Wounds and lowering enemy attack rolls while in melee. |
Neurotyrant |
This floating ball of horror is your strongest Psyker, with the ability to project Synapse over long distances and make its attached unit more reliable, especially against enemies that are Battle-shocked. Speaking of Battle-shock, having this thing on the table means that your Shadow in the Warp is stronger than ever, so you’ll really do a number against armies that struggle with Leadership. |
Parasite of Mortrex |
Despite their name, these winged Xenomorph-like creature are not Epic Heroes, but a specific strain of Vanguard Invaders designed to sow terror while creating extra bioforms along the way. It can Deep Strike, has Lone Operative to protect it against long-range firepower, and Stealth to make it harder to hit in general. But the real selling point is its Ovipositor: it’s very likely to kill any Infantry it hits, and if it does, it spawns a handful of Ripper Swarms that can immediately join the combat. On top of all these features, it can cause one enemy unit it’s in combat with to make a Battle-shock test at the start of the Fight phase, potentially stealing an Objective out from underneath them before they’re even dead. A solid unit to clean up Objective-campers like 168澳洲幸运5开奖网:Space Marine Scouts and 168澳洲幸运5开奖网:Ork Gretchin. |
Tervigon |
You can never have enough Termagants, and the Tervigon is here to make sure you never run out. This living factory can replenish nearby Termagant units each turn, while also making them more dangerous with Lethal Hits. Despite its size, you’ll need to make sure you keep this big bug safe so that it can contin🅰ue helping your little bugs do their jobs. |
Battleline
The beating heart of your endless swarm, these three units can find a home in nearly any Tyranid army.
Termagants |
A classic unit that does what it has always done: hold Objectives and take up board space. Their guns are nothing to write home about (though they have lots of options), and their Skulking Horrors rule allows them to run away from enemies that get too close or put themselves in position to block Charges against your more va♈luable units. Treat them as disposable resources, and they’ll earn their points back quickly. |
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Gargoyles |
Flying Termagants with Deep Strike and no alternate weapons. They are also excellent at taking up space while dealing chip damage, with the added benefit of being able to move after shooting. If you need distant Objectiv⭕es captured or backline artillery taken care of, Gargoyles are a solid option. |
Hormagaunts |
Your cheap and cheerful melee swarm unit, with great Movement and the ability to Charge after Advancing. What they lack in individual lethality, they make up for with speed combined with powerful bu﷽ffs 🐽from Stratagems and/or Characters. |
Infantry
Here’s where you’ll find the maj🎃ority of your units, each one specially🧸 evolved for a specific task.
Barbgaunts |
Super-Termagants with giant guns that put out respectable anti-Infantry damage. Their weapons also have a nasty side-effect: anyone they hit gets slowed down, which can be devastating to melee enemies. Use Barbgaunts to deter mobs of Ork Boys or Chaos Space Marines from clꦛosing the distance, then Charge them with your own units. |
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Biovores |
Living artillery platforms, they can spawn clumps of Spore Mines to disrupt enemy positions or just pummel them with Indirect Fire shots. They can deal Mortal Wounds with either option, making them one of your most reliable ranged damage-dealers. Use Barbgaunts for medium-range damage and debuffs, and Biovores for long-range killing. |
Genestealers |
Elite shock troops that rip apart armour like cardboard. They get free re-rolls when near an Objective, so they’re great for taking heavily defended points from tough units, especially when led by a🍨 Broodlord. They can also use Scouts to move up the board quickly before the game begins, taking a valuable position and threatening nearby Objectives. |
Lictor/Neurolictor/Von Ryan’s Leapers |
The Lictor is a classic assassin unit designed to pick off isolated enemies and claim their objectives. Packing the ideal combination of Infiltrators, Stealth, and Lone Operative, they can also take down vulnerable Characters if the opportunity arises, and they’ll earn you a Command Point if they do. The Neurolictor loses the ability to use the Rapid Ingress Stratagem for free, instead gaining the ability to force Battle-shock tests on nearby units, while also making nearby Tyranids stronger against Battle-shocked units. Iꦐt also has Synapse, but this may not come up often due to its🃏 flanking playstyle. Von Ryan’s Leapers are what happens when you cross a Lictor with a Hormagaunt, trading offensive punch and Precision for blistering speed and free use of the Heroic Intervention Stratagem. They offer an anti-Infantry alternative to Lictors but can also support other V☂anguard Invaders to quickly overwhelm your enemies. |
Raveners |
Melee-focused shock troops with Deep Strike. They hit just as hard as Tyranid Warriors in melee but have to sacrifice their guns to gain a similar Saving Throw. As a bonus, if they aren’t in close combat at the end of your turn, they can return to Reserves, allowing them to Deep Strike again. Another unit that’s great at causing havoc for your opponent’s backline📖, with the added benefit of quickly repositioning once they’ve done their job. |
Tyranid Warriors |
Mini Hive Tyrants with Synapse and lots of options. The melee version can swap between bonuses to hit rolls or saves, while the ranged version can shoot👍 and Charge after Falling Back, giving them the ability to play hit-and-run while 🐻dealing consistent damage. The ranged Warriors can also wield nasty weapons like the Venom Cannon for anti-tank or the Barbed Strangler for anti-Infantry, making them the be🎶tter option most of the time. A respectable unit in most lists, especially if you need to extend your Synapse to crucial units. |
Tyrant Guard |
Tyrant Guard are one of the best bodyguard units in any army, tearing apart anyone𒉰 in front of them while soaking damage like sponges and giving t✅heir attached Character Feel No Pain. While they can’t accompany a Winged Hive Tyrant, if your strategy hinges on a footslogging Tyrant (or The Swarmlord) making it to the front lines, ♍these bioforms are a no-brainer. |
Venomthropes |
Mobile cover generators for your Infantry units. Everyone near the Venomthrope gets Stealth, making them harder to hit, though Monsters can’t benefit. |
Zoanthropes |
Psychic damage dealers that give nearby units a light Invulnerable Save, which can lessen the impact of certain anti-Infantry weapons – but that’s not why you take them. You bring Zoanthropes to blast Infantry and Vehicles with their Warp Blasts, whil🌊e occasionally healing themselves if a nearby enemy fails a𒅌 Battle-shock test. |
Beasts and Swarms
Smaller monstro🅘sities to fill 🐼niche roles in your force.
Ripper Swarms |
Here more as a warning than a unit unto themselves, these cheap ankle-biters are very weak and slow without the Parasite of Mortrex to deliver them. They can reduce an enemy unit’s OC, but can’t take Objectives themselves, so you’re better off looking elsewhere for Objective-gra🐻bbing bioforms. |
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Mucolid Spores and Spore Mines |
Living roadblocks that can deal Mortal Wounds on death, neither one is worth the points if you have any other options. The♔ Spo🍬re Mines can be launched into position by friendly Biovores and Harpies, but that’s their only upside. |
Monsters
These units function similarly to Vehꦺicles from other armies, though with a larger emphasis on close combat.
Carnifex/Screamer-Killer |
The original Tyranid Monster is just as fearsome as ever, with a plethora of weapons and upgrades to stay versatile. Their passive ability, Blistering Assault, allows them to move for free after being shot, which wi🍒ll h෴elp them stampede forward into position. Their best loadout is either a Heavy Venom Cannon for anti-tank, or a Stranglethorn Cannon to destroy multi-wound units like Space Marines while keeping♋ enough me🐈lee punch to tear apart stray Vehicles or vulnerable Infantry. However, if you want a pure melee blender, look no further than the Screamer-Killer. This divergent strain of Carnifex puts out a ludicrous amount of melee attacks, at the cost of limited range potential. But as a bonus, if you do hit someone with its Bio-Plasmic Scream, you can force a Battle-shock test at a penalty. |
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Exocrine |
A giant cannon strapped to the back of a monster; this ugly bug offers decent anti-tank damage, and it makes the rest of your army more accurate if they shoot at its target. The Exocrine brings value to ranged-heavy Tyranid armies (which are uncommon but do existౠ). |
Haruspex |
Point-for-point the strongest melee Monster you have. This mouth o💞n legs isn’t cheap, but🍃 if you want to invest the points, you’ll get what you pay for. The Haruspex can demolish Infantry of all kinds with its Ravenous Maw, break tanks with its Shovelling Claws, and even assassinate Characters at range with its Grasping Tongue. Extra useful in an Assimilation Swarm Detachment, where its Harvester keyword unloc♛ks powerful Stratagems. |
Maleceptor |
The Carnifex’s angry psychic cousin. It offers Synapse to nearby units, can shoot anti-tank mind-bullets at medium range, and still chomp people in melee combat. Its biggest benefit, however, is how it weakens nearby enemies, especially those who are Below Half-strength. Send this in behind you🅷r waves of disposable bioforms, and they’ll get a lot more done. |
Tyrannofex |
The biggest bug you’re likely to use, this behemoth is equivalent to a heavy tank from other armies and puts out a ridiculous amount of firepower. Equip the Rupture Cannon to shred Vehicles and Monsters, the Acid Spray for a Torrent weapon that melts heavy Infantry like Space Marines, or the Fleshborer Hive to destroy cheap Infantry. The Rupture Cannon is the strongest option most of the time, as you have plenty of ways to kill Infantry. |
Transports and Aircraft
While these units are also technically Monsters, their b♍attlefield roles 𓄧are more specialized and distinct.
Tyrannocyte |
The Tyranids have fought enough Space Marines to learn one of their signature tactics: dropping critical units from orbit directly into the fight. Functioning similarly to a Drop Pod, Tyrannocytes can carry one Infantry unit of up to 20 models (with multi-wound models counting as two), or one Monster with 12 Wounds or less, allowing them to Deep Strike. It can take practice to learn when and how to use this unit, but it can be an absolute game-changer in the right hands. |
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Harpy/Hive Crone |
Your aircraft-equivalents – both of these Monsters can Hover, making them more versatile and reliable than traditional Aircraft. The Harpy is a bomber, sprinkling Spore Mines across the board to deny space or dropping them directly on top of units it passes over, dealing a handful ♈of ♓Mortal Wounds in the process. In terms o꧙f other weapons, it can carry a Twin Stranglethorn Cannon to target heavy Infantry, or a Twin Heavy Venom Cannon to blast Vehicles and Monsters. The Hive Crone, for its part, is a dogfighter. You bring this bioform to kill enemy Aircraft, as its suite of Anti-Flying weapons can attest. It also does an admirable job shooting Infantry with its Drool Cannon and disabling Vehicles of all kinds with its Tentaclids. |
Detachments
Across the dark expanse of space, there exist innumerable Hive Fleets, with each one having evolved to pursue biomass in their own way. These Detachments represent those differences in bioengineering, each one claiming battlefields and consumin♔g their foes in a unique and terrifying fashion.
Detachment |
Description |
Suggested Units |
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Invasion Fleet |
The broadest Detachment, focused on keeping your units in Synapse range and giving you one of three buffs to improve your army for the rest of the game. Never a bad idea, but you’ll want to make sure🐈 there is♛n’t another Detachment that suits your needs better. |
Neurotyrants, Tervigons, Maleceptors |
Crusher Stampede |
The top choice for Monster-heavy armies. Every time one of your big beasties takes damage, it gains a buff to Hit rolls – and, if it’s below half health, a buff to Wound rolls. While you will likely still bring some Termagants or Hormagaunts to help you take Objectives, everything else in this Detachment centers around helping your Monsters rampage with impunity. |
Hive Tyrants, Carnifexes, Maleceptors |
Unending Swarm |
You use this Detachment for one reason: to drown your opponents in cheap, self-replenishing Infantry. Any unit with the ENDLESS MULTITUDES Keyword can move for free when they take damage from enemy shooting, allowinꦉg you to close the distance quickly and contr♎ol the board. |
Termagants, Hormagaunts, Gargoyles |
Assimilation Swarm |
You’re a farmer, and the galaxy is your wheat field. It’s just a shame that the harvest keeps trying to fight back. The Assimilation Swarm is a versatile choice, anchored by units with the HARVESTER Keyword (like the Haruspex) and giving units near them buffs and self-healing. If you like playing Necrons, this playstyle may feel familiar to you. |
Haruspexes, Psychophages, Ripper Swarms |
Vanguard Onslaught |
Big bugs, little bugs, it doesn’t matter – you know that the most dangerous bioform is the one your enemy doesn’t see coming. Vanguard Invaders are the centrepiece here, with high mobility and alternative deployment methods like Infiltrate and Deep Strike to keep your opponent off-balance. |
Lictors, Genestealers, Tyranid Warriors |
Synaptic Nexus |
Similar to the Invasion Fleet, this Detachment gives your army heavy bonuses for staying in Synapse range, though these buffs only last one turn each. If you like flexibility and run a lot of Synapse generators, the Synaptic Nexus m🌃ight be right for you. |
Neurotyrants, Tyranid Warriors, Zoanthropes |
Warrior Bioform Onslaught |
It’s only fitting that one of the most iconic Tyranid units gets its own Detachment to rule over. Tyranid Warriors will form the core of your army lists, gaining an Invulnerable Save, increased OC, and becoming Battleline units. Instead of havi💧ng one powerful Character to lead them, WBO armies tendꦬ to use a group of Winged Tyranid Primes to spread Synapse and wreak havoc. |
Tyranid Warriors, Winged Tyranid Primes, Gargoyles |
Sample Armies
The hour is nigh: the Hive Fleet has descended, and the skies darken with hungering monstrosities. Which bioforms you bring to bear against your prey is up to you, but the following armies showcase the strengths of their Detachments, offering inspiration for when you start to build your own swarm.
Mind Games (Invasion Fleet)
- Neurotyrant
- Neurolictor x2
- Pyrovore x2
- Zoanthropes
- Exocrine
- Maleceptor
- Haruspex
Strategy
Just because Tyranids don’t use conventional guns doesn’t mean they can’t kill their prey at range. The Neurotyrant and its brood of Zoanthropes are the stars here, with the former making the unit more accurate and the latter making them more durable. Together, they will put out a staggering amount of firepower, especially against units that are Battle-shocked🌌.
The two Neurolictors will stay close to the action, weakening nearby enemies while forcing extra Battle-shock tests and taking unprotected Objectives. Meanwhile, the Pyrovores will camp home-field Objectives, where their (relatively) small size and high durability will make them hard to remove.
The Exocrine will soften up targets for the Zoanthropes to finish off (or vice versa), and the Maleceptor will accompany the Haruspex up the board, munching ꦕdow༒n on anything that survives your shooting.
Without Number (Unending Swarm)
- Deathleaper
- Neurotyrant (Enhancement: Naturalised Camoflage)
- Tervigon
- Gargoyles
- Termagants x2
- Tyrant Guard
- Venomthropes
- Exocrine
Strategy
For a disposable chaff unit, Termagants can be surprisingly hard to kill with the right support. Between the Tervigon regenerating dead models, the Venomthropes giving them Stealth, and the Neurotyrant’s Enhancement giving them Cover on the first turn, this sea of bodies will go down very slowly.
As the Termagants and Tervigon scuttle forward, the Neurotyrant and its Tyrant Guard will present a durable threat that’s hard to ignore – with its Synaptic Relays ensuring that your faster-moving units (like the Gargoyles) are still in Synapse range when it c🍌ounts.
The Exocrine will be your primary anti-tank weapon, and the Deathleaper will be your ace in the hole, creeping up the board with Infiltrate and Lone Operative 💞to deal with any units g♉iving you trouble.
Clever Xenos (Vanguard Onslaught)
- Broodlord (Enhancement: Stalker)
- Gargoyles x2
- Biovore
- Genestealers
- Lictor
- Neurolictor
- Tyranid Warriors with Ranged Weapons
- Von Ryan’s Leapers
- Tyrannofex
Strategy
This army is all about overwhelming your opponent, threatening their units from all sides while having the mobility to grab Objectives and the ranged damage to pick off stragglers.
The Broodlord will lead the Genestealers forward, trying to claim the most important Objectives from the strongest enemies. Meanwhile, the Gargoyles will take distant Objectives early, shooting and Charging dangerous enemies to stall them while your more powerful units 🦹get into position.
The Lictor will look to assassinate Characters and isolated Infantry units, the Neurolictor will debuff critical enemies while your other bioforms kill them, and the Leapers will help tip the scales in any fights you risk losing.
Finally, the Tyranid Warriors will march up the middle of the board, giving out Synapse to whoever needs it while chipping in with ranged damage, and the Biovore and Tyr𝓡annofex will provide anti-Infantry and anti-tank shooting, resꦯpectively.

168澳洲幸运5开奖网: Warhammer 40,000: Space🌳 Wolves Army Guide
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