A Variety Show

As I’ve said before, there’s more than one way to skin a Catachan and there’s more than one way to build an effective Tyranid army. Here are a broad (though certainly not exhaustive) range of very different Tyranid army styles. I will discuss what makes each one unique and how to use it on the table. I’ll also cover any notes or changes with the army for the new Codex. To keep things easy to read, I’ll use the following format for each style of army list:

Name.

Description.

Sample Army list for 1500pts

How it works.

Any notes or changes for the new Codex.



The Swarm

The Swarm is characterized by lots of cheap Gaunts and powerful CC Warriors to back it up, but not have a single "Center of Mass" for the enemy to attack. If someone were building a Tyranid army right now (before the new codex and new releases of models) this is what I would recommend. The Gaunts are not changing, neither are the Warriors, and though the Zoanthropes and Raveners are changing, it's only a few models, and you could probably even get by without them.

615 15x Reaping Warrior WS5 BS2 S5 T4 W2 I5 A2+1 LD10 Sv4+ Leaping, Rending Claws, Synapse.

615 123 Spinegaunts WS3 BS3 S3 T3 W1 I4 A1 LD5 Sv6+ Spinefists. 4 Broods of 31!

90 2x Ravener WS5 BS3 S4 T4 W2 I5 A3+1 LD10 Sv5+ Rending Claws 9" move, 9" charge

177 3x Zoanthrope WS3 BS3 S4 T4 W2 I4 A2 LD10 Sv2+ Warp Blast

1497pts

Use the Spinegaunts to swarm over the enemy and glue them in place, then the Warriors concentrate on small groups and wipe them out one at a time. The Zoanthropes provide precious antivehicle firepower while the two individual Raveners (separate Broods) claim objectives or bolster the attack.

When the new Codex comes out, this army will get even better. There will be big boosts to Warriors and also a bit to Zoanthropes and Raveners.



The Wall (also known as Think Big)

This is the opposite side of the coin from The Swarm. It features lots of Tyranid Monstrous Creatures moving forward in an implacable wall. Genestealers follow behind for a nasty surprise. This is actually a new adaptation on my original Tyranid army. Before the current codex, I decided that, instead of using Hormogaunts and Termigants to block line of sight to my Genestealers and TMCs, I’d turn the swarm around. I put the TMCs in front and hid the Genestealers behind them. T6, 4 Wounds and heavy chitin meant that it took a lot of firepower to make a dent in my front line, and by the time it happened, the Genestealers were generally close enough that it didn’t make a difference. Once Shoot The Big Ones came along, the tactic was no longer viable (since the wording also meant you could ignore the Big Ones and shoot the Genestealers instead.) Now in 4th edition, Monstrous Creatures block line of sight, so we are back in business.

197 Hive Tyrant WS6 BS4 S6 T6 W4 I5 A3+2 LD10 Sv2+ Wings, Warp Blast, Implant Attack

135 3x Tyrant Guard WS5 BS3 S5 T6 W2 I5 A2 LD10 Sv3+ Spine Fist, Lash Whip

640 40 Genestealers WS6 BS0 S4 T4 W1 I6 A2 LD10 Sv6+ Rending Claws

104 The Red Terror WS6 BS0 S5 T5 W3 I3 A3+2 LD10 Sv3+

411 3x VenomFex WS3 BS3 S9 T6 W4 I1 A2+1 LD10 Sv2+ Venom Cannon

1487pts

Basically does what it says on the tin. Line up the TMCs in a wall and put the Genestealers behind them. Genestealers that stick out or show up in gaps between the TMCs will be shot. The Guards are intended as floaters. They will move to whichever TMC has been injured the most to prevent it from being taken out in the next turn. The Red Terror and Flying Tyrant may move with the main wall, or may maintain position but slightly lead it, then leaping into close combat when they are in range. The Venomfexes will snipe at enemy vehicles as they march up. Once the Wall arrives at the front line, all those Genestealers get to eat…

With the new Codex, we will lose The Red Terror, but we will gain the option of lesser point Carnifexes becoming Elite choices instead of Heavy Support, so we will have the possibility of 6 Carnifexes. Close combat Carnifexes will also become viable again, so they’ll be able to do much more damage when they get there. On the down side, Flying Hive Tyrants will no longer be able to take Tyrant Guards. (In this list, that is solved by taking them as a second HQ choice.)



Mutant Ripper Swarm

This is a very lopsided army list that heavily uses the Mutation rules to get extremely effective Rippers. Most of the table will be filled with Rippers, with a few Carnifexes and Warriors for some antivehicle work and the potential to actually claim objectives. This army is, well, incredibly effective. Some would even say it is totally broken.

176 4x Warrior WS4 BS3 S5 T4 W2 I4 A2+1 LD10 Sv4+ Venom Cannons

960 6x10 Rippers WS3 BS0 S3 T3 W3 I1 A3 LD10 Sv6+ Every Ripper is a Rending Claw Mutant

348 2x Double Venomfex WS3 BS3 S9 T6 W4 I1 A2 LD10 Sv2+ 2xVenom Cannon

1484pts

Use the Warriors and Carnifexes to shoot down vehicles and seize objectives. The Rippers will eat anything in their path, just like the fluff says. The Fabulous Orcboy retired his Swarm because it was TOO effective. This is supposedly a large part of the reason that the Mutation rules will be gone in the new Codex. Frankly, it’s also the only way I’ve ever seen Rippers be effective. Even 1 or 2 Rending Rippers in a Swarm would be quite nice.

This list will be completely illegal (or at least, totally ineffective since it won’t get Rending Rippers) come the new Codex.



Stealthy Killers

This is a list using some of the units most regarded as underachievers by many Tyranid Generals. It can also be quite a surprise to an opponent. Genestealers and Lictors are both vanguard organisms, often leading the way for a Tyranid attack, with the Genestealers either Infiltrating the populace or simply hiding away, while the Lictors perform their own scouting and assassin roles.

197 Hive Tyrant WS6 BS4 S6 T6 W4 I5 A3+2 LD10 Sv2+ Wings, Warp Blast, Implant Attack

240 3x Lictor WS6 BS0 S6 T4 W3 I6 A2+1 LD10 Sv5+ Rending Claws, Stealth, Hidden Set up, Hit and Run

880 55 Genestealers WS6 BS0 S4 T4 W1 I6 A2 LD10 Sv6+ Rending Claws

174 Double VenomFex WS3 BS3 S9 T6 W4 I1 A2 LD10 Sv2+ 2x Venom Cannon

1492pts

Place the Lictors in the best cover available, even if it is an “obvious” placement. Reveal them in your first turn, but don’t charge them in unless you’ve got a really amazing target. Once revealed, most opponents will fire everything they can at the Lictors to keep them from charging good targets. In Forests, Lictors will have a 3+ Cover save, which means they can absorb a lot of firepower. In the mean time, your Genestealers and Hive Tyrant are moving forward. The Tyrant will hit on turn 2 or so and the Genestealers will follow a turn or two later. You are giving the enemy a Hobson’s choice. Whatever they shoot at, it’s pretty much going to be the wrong answer. Shoot the Lictors? The Hive Tyrant and Genestealers make a mess of your lines. Shoot the Tyrant? Lictors get really good targets and the Genestealers will again make a mess of your lines. Shoot the Genestealers? It’s hard to kill all of them, and then you’ve got a Hive Tyrant and 3 Lictors rampaging through your lines. Shoot the DoubleVenomfex and I laugh at you.

This won’t change much in the new codex, except for one important detail. Instead of Infiltrating, Genestealers will be able to Fleet!



Tag, You’re It!!

It’s the unthinkable, a Tyranid army focusing on Shooting! This list features lots of Gaunts, and a variety of medium and large creatures. It is also just plain weird for your opponent.

185 Hive Tyrant WS5 BS4 S6 T6 W4 I4 A3 LD10 Sv2+ 2xVenom Cannon

135 3x Tyrant Guard WS5 BS3 S5 T6 W2 I5 A2 LD10 Sv3+ Spine Fist, Lash Whip

670 134 Spine Gaunts WS3 BS3 S3 T3 W1 I4 A1 LD5 Sv6+ Spinefists

174 Double Venomfex WS3 BS3 S9 T6 W4 I1 A2 LD10 Sv2+ 2xVenom Cannon

156 3x Biovore WS3 BS3 S3 T4 W2 I1 A1 LD10 Sv- Poison Spores

177 3x Zoanthrope WS3 BS3 S4 T4 W2 I4 A2 LD10 Sv2+ Warp Blast

1497pts

Although you won’t be outshooting Guard or Tau, you will take most armies by surprise with such a high amount of firepower. Use the Gaunts as a buffer between you and the enemy, but try not to block too much line of sight with them. 6 S8 and 7 S10 shots per turn will drop vehicles and lightly armored things very quickly, while Poison Spore mines help thin out enemy troops and add to the general barrage. If you hide your Biovores well and keep your Zoanthropes hidden by only exposing them to targets that they are taking out this turn, you can actually make this into something of a Victory Point Denial army. (Take out more enemy VPs than you give away.) Remember that those big squads of Gaunts aren’t very expensive, but it takes 14 casualties for them to get even half points out of a brood of 26! You will be at your best against vehicle-heavy lists, but you have the firepower to give most lists a run for their money.

In the new codex, there won’t be many changes to this, except that the Biovores and Zoanthropes will be improved a bit. (So will Spinegaunts, for that matter.)


So, there you have it, a smattering of variety to spice up that dish we call Biomass. Swarm them, stomp them, rend them or shoot them, they taste good any way you serve them.

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