When you think about purchasing a biomorph for one of your broods, analyze exactly what it is that you are giving up. Consider the basic Genestealer. For 192 points, you can field 12 of them with a 5+ save. However, you may see that Extended Carapace upgrade and think “I’d get a save against bolters! That has to be worth it! And scything talons are only 4 points – that’s an extra Attack!” But now, your Genestealers are 24 points each – for the same 192 points, you can now get only eight Genestealers. While you’ve got a save against bolters, you’ve cost yourself 4 models, making the brood easier to drop below half strength. While your Genestealers will be much tougher against the bolters of the Space Marines, their plasma guns, heavy bolters, and other weapons ignore that expensive upgrade. Buying biomorphs across the board for your broods can easily cut the size of your swarm by a third! A good rule of thumb is to get your numbers up first. Only then should you begin adding upgrades to broods to use up your last few points.

In addition to models, Tyranids should also try to maximize the number of Force Organization slots used. With more broods, you have more tactical flexibility, and by taking more choices than your opponent, you have better deployment options.

Consider the following options. One swarm takes two broods of 32 Hormagaunts each, while another swarm takes six broods of 10 Hormagaunts each. Both armies fulfill the Troops requirement. However, the first choice has only two scoring broods, which limits the number of Victory Points they can claim. Also, with only two targets to shoot at, the opponent can rest assured that all his shots will count. The second option provides six scoring broods, maximizing Victory Point potential. The smaller brood sizes enable you to make better use of cover. Six broods give you more Fleet of Claw/Difficult Terrain rolls, allowing you to get at least some of your force across the board quickly. Not only that, but you can charge two of these squads against the same target to get the same amount of punch as a larger brood.

FOCUS: SINGLE-MINDED KILLING MACHINES
Focus is a simple concept. Almost no brood in your swarm should try to maximize its ability in both assault and shooting. While it is easy to enable many of your broods to dish it out both in close combat and at range, you should avoid doing so, as you tend to waste points that could be better spent elsewhere.

A Hive Tyrant is a perfect example. Sure, you can purchase all of the toys: enhanced senses, adrenal glands, toxin sacs, implant attack, bio-plasma, a venom cannon, scything talons, and more. However, in doing so, you end up with a 250-300 point model that will waste some of its potential every turn. If you spend 60 points on making your Tyrant a long-ranged death-dealer, you don’t want him stuck in close combat. Conversely, if you buy wings and close combat biomorphs, your Ballistic Skill and ranged weapon-symbiote do you no good once you are stuck in.

Pick one area of expertise for Carnifexes and Tyrants and spend points judiciously to fit that role. Two 300-point monstrous creatures look very scary on the table but are much less effective than four 150-point monsters with defined roles and objectives.

There is one exception to this rule, and that is a Tyranid Warrior equipped for a shooting role. Because Warriors don’t benefit from taking two guns, I would suggest that all Warriors with guns take a set of rending claws. While scything talons might seem like a better choice (being significantly cheaper), rending claws make the Warriors a real threat should they find themselves in close combat with power-armoured foes. Because rending claws don’t rely on Weapon Skill or Strength to do damage, you get a nice dual-role unit, without having to pay for expensive close combat upgrades.

CLONING BROODS: TOO MUCH IS JUST ENOUGH
Tyranids thrive on consistency, and the best way to make sure your swarm performs consistently is to have several of certain types of brood built into your swarm design. When you decide to take a specialized brood, consider why you are making that choice and whether it wouldn’t be better to take multiples.

Consider Hormagaunts and Raveners. If you take these broods, it is generally because you want a Turn 1 or Turn 2 assault to harass the opponent and tie up lines of fire with an early close combat. By taking one brood, you rest your hopes on one Fleet of Claw roll. A determined opponent can easily wipe out a brood in 1 turn of shooting. However, by taking two, three, or more broods, you force your opponent to split his fire or ignore certain broods. You give yourself multiple chances for a high Fleet of Claw roll. You open up your deployment options so that at least one of these broods is directly across the board from your chosen target.

Thinking about taking a Zoanthrope with warp blast as your anti-tank weapon? One can easily fail a Psychic test or miss. With two or three, you increase the chances of one of them succeeding in your goal of destroying the tank that otherwise would run roughshod over your broods.


SWARM SELECTION
Armed with a theme for your army, you now need to determine what components the force needs. Below are the common building blocks of a Tyranid swarm.
Fast Synapse
Winged Tyrants
Winged Warriors
Synapse
Tyrants
Warriors
Zoanthropes
Fast Assault
Winged Tyrants
Leaping/Winged Warriors
Raveners
Shock Assault
Warriors
Tyrants
Carnifexes
Genestealers
Broodlords
Fire Support
Zoanthropes
Carnifexes
Tyrants
Warriors
Biovores
Fast Harassment
Hormagaunts
Winged/Leaping Rippers
Gargoyles
Horde/Bulk
Termagants
Rippers
Spinegaunts
Psychological
Lictors
Spore Clusters
BATTLEFIELD STRATEGY
Playing Tyranids is a combination of theme, composition, deployment, and target selection. Possibly more than any other army, the Tyranid player must balance these aspects when building and playing the swarm. After you’ve decided the theme of your Tyranid army, it’s time to move on to swarm selection.

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters