New Tyranid Army Lists

I will be making a series of short articles discussing some of the variety of options that the Tyranids now have available to them with the release of the new codex. My goal is to create competitive army lists in the 1850pt range using a variety of different units and combinations of biomorph options.I will post and discuss 2-3 armies each week, giving information on how to build the armylist, what it does and how to work it. First up, the "traditional" Tyranid army...

Traditional Tyranids

This list represents one of the most common versions of the Tyranid army. It features a variety of creatures that are designed to complement each other and uses wave theory in it's attacks. This army style was seen back in second edition and survived through third edition, with a few variations.

Tyrant w/ Toxin Sacs and Adrenal Glands (WS) 2x Scything Talons, Warp Blast
2x3 Warriors 3x Rending Claws, 2xScything Talons, 1xVenom Cannon
2x16 Hormagaunts
2x20 Termagants
2x6 Genestealers Extended Carapace
1x8 Gargoyles
Carnifex w/ Enhanced Senses, Venom Cannon, Scything Talons
3x Zoanthrope 1x Synapse, 3x Warp Blast

Basically, wave theory is planning what parts of your army will hit at different times, and what you want to accomplish with each wave. In this list, the Hormagaunts will be the first wave. (Gargoyles could join them, but I have a different plan for them) They will rush in to tie up the lead elements of the enemy army for a turn or two, most likely hitting combat on turn 2. The second wave will be the Termagants and the Genestealers. The Termagants are to support the Hormagaunts, plugging in any gaps and then expanding the combat front to further limit enemy shooting and movement. The Genestealers are there to start killing off squads. Wave Three will be the Warriors and the Monstrous Creatures. Since they are walking, they probably won't see combat until turn 4. The idea is to have the gaunts of either stripe last just long enough to get the killers into combat.

While they move forward, the Carnifex and the Zoanthropes will fire on enemy vehicles. Their goal is to help suppress enemy shooting, then to remove transport vehicles to prevent reinforcements from arriving intact. The Gargoyles (I bet you thought I'd forgotten about them) can be used to support attacks, but the small brood is better at using it's mobility to claim objectives or table quarters, while the rest of the army concentrates on consuming as much enemy as possible.

This army works best as either a pincer or weighted/refused flank formation. The pincer will put the Genestealers out toward one board edge, and the MCs and Warriors on the other. Thus, the Genestealers, hitting on turn 3, will be driving the enemy army toward the slower Tyranid creatures. The weighted or refused flank formations put all the combat power to one side. It will likely add a turn to the walk for the slower creatures before they hit combat, but it blocks enemy shooting more effectively, and makes it almost impossible to organize a counter-assault, since all your power is concentrated in one area.

I've left off the 2+ Save on the Monstrous Creatures, because I believe that they aren't really big targets. The Zoanthropes and Genestealers will be doing much more damage to the enemy in the initial turns, while the ponderous MCs move up the field. With the Warriors providing Synapse, the enemy can't simply cut off the head of this swarm by killing the Tyrant. If they do kill both the Tyrant and the Carnifex, well, it's almost a guarantee that your Genestealers and Warriors will make it to the lines nearly unscathed, and that's a surprising amount of hurt for the enemy. In addition, the Warriors (by definition) and the Zoanthropes (as long as you keep them near each other or some of the Warriors or the Tyrant) will be protected by Synapse, meaning they cannot be instakilled, which should further confuse the enemy's targeting priorities.



The Wall

You might say this list represents my first attempt at non-traditional Tyranids. Way back at the beginning of 3rd edition, when we were still using the list in the back of the rulebook and waiting for a codex, the standard advice to anyone starting Tyranids was to make something approaching the list above. Hormagaunts, Termagants, some MCs, some Warriors, etc. The reason was that it worked. With the targeting rules at the time, you couldn't shoot through enemy models to hit models behind them. Thus the little ones kept the big ones alive until they could reach combat.

At the time I had little money and I really wasn't interested in painting that many models. After I looked at it a bit, I decided to stand the army on it's head. Normally, you'd put the little ones in front, the medium ones in the middle and the big ones in back. I figured that Carnifexes were better at absorbing most fire than any gaunt species would be. With Carnifexes in front and Tyrants next to them (protected from enemy shooting until very close range due to Independent Character rules) I could block a lot of line of sight to the Genestealers I put behind them. Usually the enemy would cut down 1-2 Carnifexes by the time I got to their lines, but that would leave me with a Tyrant or two and a bunch of Genestealers running amok in their lines.

The 3rd Edition Codex put this tactic to rest with Shoot the Big Ones, however, since it ironically would let enemies shoot past my big ones at my Genestealers. With the advent of the new codex, however, Shoot the Big Ones is no more, we simply follow target priority tests like other armies. One piece of information makes it better, however. In 4th edition, one of the things that blocks line of sight is a Monstrous Creature. When I first saw this, I knew that The Wall was back! With Elite Carnifexes, it can even be more effective, as it spreads the line further, letting you pile more Genestealers back there without them getting shot.

Hive Tyrant with Bonesword/Lashwhip and Venom Cannon.
3 Tyrant Guard
3x Elite Carnifexes
about 45 Genestealers with Extended Carapace
2xHeavy Carnifexes: Venom Cannon, Scything Talons, Enhanced Senses Extended Carapace

Form a wall with the Monstrous Creatures, then hide the Genestealers behind them. Remember that the Tyrant Guard do not block line of sight like the MCs do, so only hide Genestealers behind actual MCs. Everything ambles forward in a big, armored wedge. If a Monstrous Creature is killed significantly before you get to the enemy lines, simply move the other MCs closer to make up for it and keep the wall intact. When you get close to the enemy lines, spread the Monstrous Creatures out so the Genestealers can move through and use Fleet to get to the enemy lines and start softening them up for the MCs to hit next turn.

The Tyrant will need Guards, since he'd otherwise be the obvious target to shoot. The next obvious targets are the Heavy Support Carnifexes. If they are just as tough and armored as the Elite Carnifexes, but they have guns and are worth more points, the enemy will target them first. Extended Carapace should make them slightly harder targets without going so far as adding Toughness, Wounds or Regeneration. You may decide you want more protection for your Monstrous Creatures, but remember that they are already pretty tough, and the more points you spend on them, the less points you have for Genestealers. (More missile, less payload.) Note that this army will have a difficult time with Escalation. You may need to hide the Genestealers until the Monstrous Creatures show up, or you may decide to do a straight charge at the enemy, depending on your analysis of their shooting capabilities.


Shock and Awe

I'll finish out this installment with a fun variant army. While I got the initial concept from a totally different army, I've added bits that are very Tyranid(-esque? -ish? ...uh, Niddy.) The concept is to use high mobility and some special rules to suddenly gather most of your power in one location and collapse the enemy from that flank.The original army was actually a Chaos force that used Summoned Daemons to provide the shock power.

Flying Hive Tyrant Venom Cannon, Twin-linked Devourer, Toxin Sacs, Enhanced Senses
3x Lictor
4x25 Spinegaunts
3x6 Raveners Rending Claws/Scything Talons
3x Zoanthrope each with both Warp Blast and Synapse

The gaunts are there to totally tie up the enemy army. They hit and spread their attacks, attempting to gum up as much of the enemy army as possible. It takes a fair amount of hacking to get through 100 Spinegaunts, and that's what you are counting on. While they are doing that, the Tyrant and Zoanthropes are gunning down vehicles, particularly transports. The less mobility the enemy has, the better off this list will be. Use the Tyrant's wings to keep him out of line of sight of everything but his target, then vaporize that.

The Tyrant and Zoanthropes will want to move up just enough to make sure that the Gaunts stay where you put them. The Lictors may need to use their Pheremone Trail ability to keep the Raveners from appearing too soon. If the Raveners appear before the enemy is totally tied up, they will probably die quickly. When they do come in, deepstrike all of them AND all three Lictors on the same flank. You want to provide overwhelming force at one point, making the combats decisive.

Remember that the Lictors can charge on the turn they arrive, which should further tie up the enemy to keep the Raveners safe. After that, simply consolidate or sweep from one combat to the next, wiping out the enemy in droves. If you split them up, you make them more vulnerable to enemy counterattacks or shooting from a suddenly freed-up enemy unit. You should end up with 4 combat units (the three Lictors work together, each of the Ravener broods is another combat unit) that go around from one enemy unit to the next, where the gaps in Gaunts let them charge in. The opponent will have a difficult time preparing for this, as they won't know where you plan on attacking until it is too late. In addition, it plays a bit differently and looks very different from most Tyranid Army Lists.

If you cannot Deepstrike, the army won't be as effective, but you can still use that Ravener speed to improve your mobility. Hide them in cover for a turn or so while your Gaunts scamper forward to go play with the enemy line units. On the turn the Gaunts will be charging, move the Raveners up out of cover and prepare to charge.

So, there you have the first installment of New Tyranid Army Lists. Hopefully this will help all the overfiends out there to realize the creativity and options we now have available to us and some of the interesting combinations of units and biomorphs and tactics we can use. You can find the next in the series here.

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