infornography's 6th ed with the 5th ed codex Tyranid Tactica
Jan 13, 2013 15:12:13 GMT
thisguy1109, tylertt, and 2 more like this
Post by infornography on Jan 13, 2013 15:12:13 GMT
It is high time I write an updated tactica for the new edition. Something I can point newbies at to get them started since Loate's tactica helped me so much, so I figured I'd give back to the community.
note on Monstrous Creatures.
In 6th edition just being a Monstrous Creature gives a model IMMENSE ADVANTAGES. Be sure to read up on these and be familiar with all the special rules and capabilities it gives. It helps a lot when considering the capabilities of a unit.
note on Synapse. A lot of our big bugs do not need synapse in 6th edition with the changes to Rage. Our little bugs still desperately need it however. Always keep in mind most of your units have terrible leadership and without synapse will break and run at a moment's notice. Always have redundant synapse in your lists.
note on psyker powers. With 6th edition we can replace all of the psyker powers on a model with random rolls on the main rulebook's psyker tables for Biomancy, Telekinesis, or Telepathy. In general most of our units are best served pulling from Biomancy but I will give the tactical breakdown of each.
Color code
Lime means Great
Teal means good, but not amazing
Yellow means mediocre or situational
Purple means poor but fieldable
Red means Terrible
Biomancy
- Smite (primaris)
This is a nice short range witchfire ability that can be vital for dealing with terminators and mega armored nobs and other 2+. As primaris powers go this one is really quite good.
-Iron Arm
A blessing that buffs the psyker's Strength and Toughness by d3 and gives eternal warrior. Possibly the best power in the set and one of the ones you always hope for on your Tervigons and Tyrants. Particularly great against Grey Knights.
-Enfeeble
A malediction that reduces a target's strength and toughness and makes open terrain count as difficult. Amazingly useful, particularly when dealing with enemy units that have toughness 6. You can enfeeble them then smash them for instant death. Also great for dealing with nob squads as it makes them suffer instant death on strength 6 and deal a LOT less damage back if they survive.
-Endurance
A blessing that allows you to give a unit Feel No Pain, It Will Not Die, and Relentless. Relentless doesn't do US any good, but the other two are great. It is like Catalyst with a slightly weaker Regeneration thrown in for good measure. This is a great power for ANY of our psykers to get.
-Life Leech
A witchfire similar to the old Leech Essence our Tyrants can get, but actually a touch better with twice the strength and the same average number of attacks, but you have to make an attack roll with it. Gives you only one wound back if you cause any, but that is all you were ever likely to get out of Leech Essence anyway. Also great for dealing with enemy 2+ armor units.
-Warp Speed
A blessing that buffs the psyker's initiative and attacks by d3 and gives it fleet. A good power, I don't think quite as good as any of the others up to this point but not something I would cry about getting stuck with. Particularly handy for Monstrous Creatures that want to smash a vehicle or building as these attacks are added on after the attacks attribute is halved.
-Haemorrage
This power is terrible. If you get it, you probably should swap it out for smite. It is fairly unlikely to do anything significant to anything other than grots.
Telekinesis
-Assail(primaris)
Not a particularly interesting power. It is a S6 beam with no AP. Strikedown doesn't do anything all that good either.
-Crush
A very random focussed witchfire power. CAN be good, CAN be useless. I wouldn't rely on it but if it is all you have, worth a shot.
-Gate of Infinity
This is one of the best psyker powers for some units to have. Particularly good for old Swarmlord. A 24" teleport can really help getting him into position. Probably worth going for if you already rolled Iron Arm on him.
-Objuration Mechanicum
A malediction that is great for tacking on a quick glance on flyers or heavy tanks and make their shooting weaker the next turn.
-Shockwave
Strength 3 and AP- nova... garbage.
-Telekine Dome
This is a great power as it gives invuln rolls against shooting to a target unit.
-Vortex of Doom
Unreliable risky garbage that has no business being warp charge 2. Great when it works out, catastrophic when it doesn't. I will leave it at that.
Telepathy
-Psychic Shriek(primaris)
Not a bad power, decent for the Doom of Malantai. Most effective against armies with weak leadership.
-Dominate
Pretty neat power. Good malediction for keeping a low leadership unit from doing anything for a turn.
-Mental Fortitude
This is a pretty good blessing for most armies but almost useless for us due to having synapse that already regroups and grants fearless to units.
-Puppet Master
This is a fun power that allows you to use an enemy model to shoot other enemy units if you can hit it with a focused witchfire attack. Very good.
-Terrify
This power is effective AGAINST Tyranids as it can remove Fearless from a unit and make it roll morale. Can also be good against other low leadership armies.
-Invisibility
This power is really quite good as it grants you a GREAT cover save. Too bad it is warp charge 2 and will rarely ever be cast as only our Swarmlord can get it and he is better served by getting Biomancy powers.
-Hallucination
This is a fun but random power. It's biggest issue is being warp charge 2. That is pretty bad when you consider one of the effects which happens a third of the time can very likely have no result at all.
Units
-HQ Units
--Hive Tyrant
In general this guy is our best HQ pick bar none. Very versatile and capable of fulfilling a variety of roles, though one build stands out in 6th edition so far. The 2x twin linked devourer with brainleech worms equipped flying tyrant. If we had other good anti air options this build wouldn't be so crucial but it is the only thing we have that can have a reliable effect on flyers.
Options
---Lash Whip and Bonesword
Great for melee. The bonesword doesn't do much for the Tyrant other than give a SLIGHT chance at causing instant death which he can usually pull off anyway by smashing. The Lash Whip on the other hand ensures that the Tyrant swings first which is a HUGE boon.
---Scything Talons
Good for melee, when you have it lets you reroll all 1's to hit, with a pair you reroll all misses. There are better options available though.
---Twin Linked Deathspitter
Terrible gun choice for the Tyrant. Far too weak to be a meaningful choice for a single model unit.
---Twin Linked Devourers with Brainleech Worms
One of the best guns in the codex. Granted it has AP-, however it has 6 shots at strength 6 and can debuff the enemy's leadership when testing morale at the end of the shooting phase. Also good for dealing with enemy flyers and light to medium vehicles, especially when taken in pairs.
---Stranglethorn Cannon
Not a bad gun, decent for dealing with massed infantry, but not the gun I would put on a tyrant as it doesn't play to his strengths and is somewhat expensive for what it does.
---Heavy Venom Cannon
Not a good gun, but it has it's place. That place is NOT on a Hive Tyrant however. Also do not let the high strength stat fool you, this gun is terrible against vehicles unless they are open topped and even then it is only decent.
---Hive Commander
One Tyrant in your list should have this if you have more than one or two things in reserve. It makes you bring things in from reserve on a 2+ and allows you to outflank a troops choice, note that can be a Tervigon!
---Indescribable Horror
This option is and was even in 5th edition, the worst option on any unit possibly in the game. DO NOT TAKE THIS! It is expensive and works against what the Tyrant would want, which is to be in melee as much as possible!
---Old Adversary
This option is decent, not great, but some lists can benefit from it. This is more useful to a ground based Tyrant walking up the field next to a swarm of devilgaunts or other strong ranged units that don't have twin linked guns. Also nice for melee but by no means worth it's points for what it brings to your melee game. Probably not worth it on a winged Tyrant.
---Adrenal Glands
This option is wasted on the tyrant who is already strong enough to wound on 2+ most of the time anyway and can always use Smash Attacks if he needs the extra strength.
---Toxin Sacs
Not a great choice, but not a waste either. Allows him to reroll his wounds effectively. He is usually going to wound on 2+ though so this isn't a huge boon.
---Acid Blood
This is a nice biomorph but I think it is a bit overcosted. Good way to get payback against those who wound him in melee, but it is not guaranteed payback and usually has very little effect in the course of a game as the Tyrant has more to fear from ranged attacks than melee.
---Implant Attack
Another nice biomorph that is probably a bit overcosted. The chance of causing instant death isn't high enough to warrant the points and as said before, he can usually cause instant death just by using Smash Attacks anyway.
---Toxic Miasma
This can be nice against horde armies, but usually not worth the points as it doesn't have much of an impact on the game.
---Regeneration
This is one of those biomorphs that some people swear by and others never bother with. I think it is overcosted for it's odds of success, but your mileage may vary.
---Thorax Swarm
Your choice of 3 varieties of anti infantry template attacks that can be fired in addition to your regular 2 ranged attacks. This would be great if not for the fact that it is exclusive with the next two choices with are both MUCH more important.
---Armoured Shell
If you are taking a walking tyrant you owe it to yourself to put down the points for this. Absolutely worth it as it gives the coveted 2+ armor save. Really can't stress enough how valuable this is and I would advise you ALWAYS take it if not for the next option.
---Wings
Friggin Wings! Makes him a Flying Monstrous Creature! Makes it possible to get skyfire when shooting Twin linked Devourers! Allows you to cross the board quickly and deal with targets! Take this! Every time if possible!
---The Horror
If you didn't trade in your powers for Biomancy, at least do not take this. Worst psyker power we have access to. Most enemies will succeed that roll and the slot will be completely wasted.
---Leech Essence
This is a good power, not great, but it auto hits, has AP2, and has a chance of getting wounds back. If you didn't trade out for Biomancy, this is a good one.
---Paroxysm
This is the best codex power for the Tyrant. Automatically hits and drops a non-vehicle enemy to BS1 and WS1. The weapon skill debuff is mostly meaningless, but the ballistic skill drop can be nice on a turn when you can't get into melee with anything. Still would rather have Biomancy powers.
---Psychic Scream
Again, rather have Biomancy powers, but if you want to keep codex ones, this is a good, but not great one. Has decent odds of doing something about Terminators and other armor 2+ enemies.
--The Swarmlord
This bad boy is our best deathstar killer. He can annihilate almost any enemy in melee with only a couple of worrisome opponents. Plus he is psyker mastery level 2 with 4 powers. If you don't need two flyrants, you should seriously consider taking this guy.
--Tyrant Guard
These little guys are great for keeping walking Tyrants and The Swarmlord alive long enough to wreck face in melee. Taking one lets you get full use of Iron Arm's Toughness buff. If your enemy is preferentially targeting your Swarmlord though the extra wounds might be worth it to bring more.
Options
---Lash Whip
This is a great option to take if you have the points to spare. If your guard makes it into melee with the Swarmlord then it drops the initiative of at least some of the enemies to 1. This can help out a LOT.
---Bonesword
This is a good option to take as well. It allows the Tyrant Guard to contribute significantly to the damage output if they make it to melee. Both options however should be weighed against the fact that the guard often don't make it to melee.
--Tervigon
One of the best units in the codex, possibly the game. These guys provide synapse, buff termagants, spawn termagants, can count as troops, are Monstrous creatures, provide Shadow in the Warp, are Psykers, and are tough as nails. They do all of this for a rather low cost in points.
Options
---Scything Talons
Treat this as an option to take if you have a Tervigon without Crushing Claws and 5 points to spare. Not great, but can be handy.
---Crushing Claws
This is a great biomorph for the Tervigon. The d3 attacks it gives are added AFTER you divide by half for smashing so it makes the Tervigon GREAT for crushing vehicles in melee.
---Adrenal Glands
This is a great option to take not just for the buff it gives termagants but also because it makes it so the Tervigon will usually wound infantry on 2+. Very few infantry have toughness higher than 4. Also it allows the Tervigon to instant death T3 models without having to smash.
---Toxin Sacs
This is also a great option for both the termagants around the Tervigon and the Tervigon itself as it allows it to reroll wounds against most targets and wound on 4+ against those that would normally be tougher.
---Acid Blood
Same as for the Tyrant, would be nice, but a bit overcosted.
---Implant Attack
Also same as for the Tyrant, not terribly likely to trigger and when it does you could just use a smash attack to the same effect in most cases anyway. not worth the points.
---Toxic Miasma
Again, same as for Tyrant, would be nice against horde armies, but a bit overcosted.
---Regeneration
This has a bit more value to a Tervigon than a Tyrant, but it is still expensive for how likely it is to trigger. Not generally worth it, but not a terrible deal either.
---Stinger Salvo
This is a nice free attack. Medium range and S5, can be used to try to get a lucky pop on a vehicle so that the contents can be assaulted, can be used for overwatch, can be fired at an infantry unit to try to snipe out a pesky power fist or other problematic weapon since the tervigon is a character, and generally a not amazing, but handy gun to have.
---Cluster Spines
This is a good option to replace the stinger salvo if you think you will mostly be dealing with Orks or other light infantry that comes in large clumps. You are sacrificing some of the potential utility for a higher potential damage output.
---Catalyst
If you aren't trading out for Biomancy, this would be the reason why. Guaranteed Feel No Pain dispenser. Not as good as Endurance or Iron Arm, but it is guaranteed.
---Onslaught
The only reason to take this power is to have another power to trade in for Biomancy. Almost useless on it's own now that you cannot run and assault in the same turn.
--Tyranid Prime
This guy is pretty decent. A cheap way to fill out your HQ slot and tack synapse and a few T5 wounds to a unit. Also can buff a warriors unit, though that is not generally the best use of him. One of the two independent characters Tyranids have access to
Options
---Scything Talons
A decent option if you are trying to keep him cheap.
---Rending Claws
A decent option if you are trying to keep him cheap but make him slightly more effective in melee.
---Pair of Boneswords
A good option if you want to make him very effective in melee and capable of causing instant death wounds moderately reliably.
---Lash Whip and Bonesword
The best option if you want to make him a melee powerhouse. Lets him hit first and ignore enemy armor saves as well as getting a chance at causing instant death wounds.
---Devourer
A good but not great gun. Comes free and shoots 3 times.
---Deathspitter
A better but still not great gun. Same number of shots, slightly better AP and Strength. No leadership debuff.
---More Scything Talons
If you kept the first pair, this pair can allow you to reroll all misses in melee, or you can exchange the first pair and take these to make a melee focused Prime with no shooting options.
---Adrenal Glands
A decent option, but not great. Lets him get that valuable strength 6 on the charge, but is probably overcosted for that capability.
---Toxin Sacs
A good option, usually allows rerolls of wounds. A better option than the Adrenal Glands, but by no means a must have.
---Regeneration
This is probably the best unit for this biomorph, but it is still expensive for the impact it is likely to have. A lot of people swear by it, I usually don't bother.
--The Parasite of Mortrex
This guy is the second Independent Character option in our codex. Not great, not terrible. Kind of flimsy with only T4. Nice if you like Rippers...
-Troops
--Tervigon
Just putting this here to point out that the Tervigon can count as a Troops choice if you take a unit of termagants per Tervigon you want to count this way. Very nice option.
--Tyranid Warrior
These guys are what a lot of people think of when they think Tyranids. Unfortunately in our current codex they fold like a toilet paper castle in the rain to S8+ firepower. This would be fine if they were cheaper but at 30 to 60 (75 with a venom cannon) points per model, it can be an expensive loss for a single Krak missile to cause. God forbid you have to deal with a Battle Cannon. Most have decent success running them in small units with devourers or deathspitters and a Barbed Strangler to provide backfield synapse and light shooting support.
Options
---Scything Talons
This is a decent option if you want to make a ranged focused Warrior unit and keep them cheap.
---Rending Claws
This is probably not worth your time. If you are trying to keep them cheap, go with the Scything Talons, otherwise take one of the next two options.
---Pair of Boneswords
These are great for making your warriors a frightening unit to contend with in melee. If they get there, these will make victory in the combat almost guaranteed against most enemies. The tough part is getting there as they scare the garbanzo beans out of most opponents who will burn them down quick.
---Lash Whip and Bonesword
This is a great option for the Warriors. It allows them to not only ignore enemy armor saves and have a chance at causing instant death, but also all but guarantee going first in the melee. Again though, makes them a high priority target.
---Devourer
A good basic gun. Assault 3 S4 makes them pretty attractive.
---Deathspitter
A slightly better gun for slightly more points. It is a tough call which is the better value between this and the devourer.
---Barbed Strangler
A good special weapon option. Provides a nice range with the ability to pin enemy infantry with a large blast. Best used against infantry with a 5+ or worse save. If you are going for a melee focused unit, this is probably not worth the points however.
---Venom Cannon
Almost certainly not worth the points. It isn't a half bad small blast for taking out infantry, but it is next to worthless against vehicles and the Barbed Strangler is probably better at dealing with massed infantry for fewer points.
---Spinefists
These are mediocre for warriors. Keep the Devourers over them in pretty much all cases. They are slightly more likely to cause wounds but at 2/3s the range and no leadership penalty, they just aren't quite up to snuff.
---Additional Scything Talons
This option is here in case you want to make a pure melee focused Warrior Brood. Generally I have found the Devourers to be more worthwhile as they give you the ability to do something the turn before you hit melee (assuming you get there)
---Adrenal Glands
Not generally worth it for Warriors. It takes them from S4 to S5 on the charge which doesn't really open up any new tactical options.
---Toxin Sacs
Often worth it but not a must have. This allows rerolling of wounds against most infantry in melee and the ability to easily burn down tough monstrous creatures with ease, but they are somewhat pricey.
---Mycetic Spore
Not generally worth it for Warrior Broods as it just makes them an immediate target for every heavy weapon the enemy has to burn them down quick, and a prime can't join them in it.
--Genestealers
These guys have been an ever present nightmare for the enemies of the Tyranid Swarm. They have been feared by guardsmen and Leman Russ Tanks alike. They have been known to wipe out space marines with ease. But it only took 6th edition to take them from a nightmare to a yawn. They got nerfed in four key ways with the dawning of 6th edition. They can no longer assault after running, they can no longer assault the turn they outflank, Variable charge lengths made charges unreliable, and overwatch thins their numbers when they try to assault. These guys have been retired in most lists these days and it makes me sad, but if you still want to run them here is what you can do.
Options
---Scything Talons
If you take no losses before you hit them in melee, these are absolutely worth it. They give a slight advantage on a per point basis. If you take even one or two losses due to attrition first though, they stop being worth the points as more bodies has more value.
---Adrenal Glands
Not generally worth the cost, it does make them slightly better at dealing with vehicles, but not as much as more bodies would once you take attrition into account and they don't have much effect at all if you take Toxin Sacs.
---Toxin Sacs
If you take Genestealers, you want to take them with toxin sacs in most cases. These greatly increase your odds of rending since they let you reroll your wounds.
---Mycetic Spore
Not worth it for Genestealers. They can outflank so they don't need a spore to arrive in.
--Broodlord
I am giving the Broodlord a separate entry because he has his own tactical considerations even though you can only take him as part of a Genestealer brood. He got significantly buffed in this edition relative to 5th since his abilities make him ideal for challenges. He is the only Tyranid Psyker that I would never recommend trading out his codex powers. Since he has Ballistic Skill 0 he cannot use ANY witchfire powers and all of our primaris powers are witchfire. Besides, his codex powers are perfect for the role of melee assassin. He is however VERY expensive for what he does. If you are fielding Genestealers in 6th edition, you should seriously consider bringing him along.
Options
---Scything Talons
Not a bad choice for him to take, especially since he can take it separately from the rest of the brood. After all, if you are bringing him, he is the reason you took the brood to begin with.
---Implant Attack
This is a good option for the Broodlord. He can't normally cause instant death wounds so this gives him a new tactical consideration. Though it is somewhat expensive for the opportunity so consider the fact that as long as he keeps succeeding on his psyker test and challenge, the enemy character will be tied up anyway. Though this works well when coupled with toxin sacs and the rending claws as the toxin sacs will allow you to usually reroll the wound and the rending claws ensure that your instant death hits ignore armor.
---Acid Blood
This is probably the best unit in our codex to put this on. It is still expensive to do so, but if you have the other genestealers in the brood taking all shooting wounds for him, then he will have 3 wounds to hand out with this biomorph. Not a must have, but if you are really wanting to run something with Acid Blood, this is the guy to put it on.
---Aura of Despair
This leadership penalty can be used to interesting effect with other powers, but for the most part is a waste unless you can't get into melee since you wouldn't be using his other power.
---Hypnotic Gaze
This is the main reason to even run the Broodlord. This power was good in 5th edition, it is GREAT in 6th. Challenge the enemy and then either lock down his leader and maul him, or watch him slink away in disgrace and instead lock down the next most threatening model in his unit. Win-win.
--Termagants
I love these little guys, they are cheap enough to field dozens of them and they are still decent troops for the price. The best part though is that they can be buffed significantly by a nearby Tervigon and taking a brood of them makes that Tervigon a troop.
Options
---Fleshborer
Standard issue bug gun. Same stats as a bolt pistol. Not bad, not great, good for the price. Biggest weakness is range.
---Strangleweb
This weapon is weak and unlikely to actually have any effect, you would be better off just buying two more termagants for the cost.
---Spinefists
Don't bother, under no circumstances are they better than a fleshborer and you pay a point to take them instead of fleshborers.
---Spike Rifle
Good range, bad everything else. I wouldn't bother with them. If you really want the range, save your points for the next option.
---Devourer
Devourers, yes, you can put devourers on termagants. The gun costs as much as the rest of the model, but it is worth it. Termagants with these things are called Devilgaunts for a reason. They pour out tons of pain. Don't expect them to wipe out units that costs twice as much but they can definitely force a lot of armor saves and cause a few wounds. Not bad for 10 points a model.
---Adrenal Glands
Absolutely worth the points on fleshborer guants, especially if they have toxin sacs, but not worth getting for them because if they are near the front lines they should be getting this from your Tervigons.
---Toxin Sacs
Same as above. Termagants benefiting from both TS and AG wound on 4+ and reroll wounds vs Space marines. This makes them actually pretty scary in melee, but your Tervigon should be handing these buffs out so don't buy them on the unit.
---Mycetic Spore
Only put termagants in these if you are equipping them with Devourers. It allows you to drop them on an enemy and then pour out an absurd number of shots. Fleshborer gaunts are better off foot slogging it.
--Hormagaunts
These guys are very mean in melee for their points cost. Getting them there however is the challenge. With 6th edition removing their ability to run and assault in the same turn their effective threat range has greatly decreased. Then they have to contend with overwatch killing off the front gaunts. They are still mean in melee but probably overcosted considering their likelihood of getting there.
Options
---Adrenal Glands
These are a nice option since they open up the possibility of glancing to death vehicles with rear AV10. Also when paired with Toxin Sacs they allow for rerolls to wound vs T4 on the charge. They are however expensive. With 6th ed attrition rates, they are probably not worth it.
---Toxin Sacs
See above
---Mycetic Spore
This might be a viable option to deliver the hormagaunts close to their target, but it will also result in them becoming an immediate high priority target. Worth experimenting with considering your local meta.
--Ripper Swarm
These little guys have it hard. Not only are they flimsy and weak, but they also have to contend with the fact that if they are out of synapse they start eating each other. Most players consider them garbage, there is at least one on this forum who thinks otherwise, but regardless, unless you develop a strategy around their use, they are dramatically overcosted and not very good.
Options
---Spinefists
Expensive but if you want a ranged attack they are the only game in town. At least you get 4 twin linked shots out of the deal.
---Adrenal Glands
Another expensive option that opens up tactical capabilities. In this case, allowing them to pop vehicles in melee.
---Toxin Sacs
And yet another overpriced option. Makes them significantly better, but at significant cost increase to an already overcosted unit.
---Tunnel Swarm
Possibly the only reasonably costed biomorph for these poor things The ability to deep strike them makes them a bit scarier, especially if you gave them spinefists.
--Mycetic Spore
This is our drop pod. How we deep strike units that can't do it themselves. It is decent for what it is. Just don't expect much out of it once it has made a delivery.
Options
---Cluster Spines
Overcosted blast attack that you don't get to aim on your own and will be fired close to the troops you just deployed ... bad idea.
---Stinger Salvo
Overcosted attack you can't aim that will do negligible damage with BS2
---Twin Linked Deathspitter
A better option than the stinger salvo as it is twin linked at the cost of one shot. Still not usually worth it.
---Barbed Strangler
Another large blast near your freshly deployed troops. Don't do it.
---Venom Cannon
No... just No.
-Elites
--Hive Guard
These guys are among our best. They can fire without line of sight, have BS4, ignore most cover saves, and 24" range. Plus they are tough as nails. You won't likely find a better ranged transport popper in our codex. All around excellent unit.
--Lictor
These guys are interesting, not great, not even really good, but interesting. You can't start with them on the board but one of their abilities is to give you a reserve bonus when they are on the board... poorly thought out. Then when they deepstrike in they can't assault even though they are fairly flimsy melee specialists... poorly thought out. In the long run, they are best used to pop up behind a vehicle and ruin it's day or pop up near long ranged heavy weapon squads and ruin their day. They don't tend to live long but they will get the enemy's attention. Overall, not worth their points and have a lot of poorly thought out rules.
--Deathleaper
Like a lictor that sucks a lot less. This guy is actually worth fielding not the least of which because when they hide in even the flimsiest terrain, they get cover save 2+. If you love the look of the model I would recommend giving this guy a shot.
--Venomthrope
Venomthropes have been subject to more one off nerfs than any other unit I can think of. At this point they provide cover saves to nearby friendly units and make it so that you have to take dangerous terrain tests to assault them. They also have the effect of defensive grenades for themselves. They aren't worth squat in melee and have no ranged attacks. With cover saves being fairly easy to get in 6th edition and dangerous terrain tests being pretty ignorable, there isn't much reason to field them anymore.
Options
---Mycetic Spore
There is basically no reason to ever want to deep strike a venomthrope. Don't bother.
--Zoanthrope
These guys are our ranged heavy vehicle poppers. What Hive guard can't handle these guys can. There are two major ways to field them. With codex powers or with biomancy. With codex powers you can either hike them up the field with your main force to pop vehicles as they approach, or you can drop them in a pod to try to pop vehicles near the back of the enemy lines. With Biomancy they can hide in your backfield buffing and providing synapse for your termagants and biovores hiding out near an objective. This makes them much less of a high priority target for your enemy and with that 3+ invuln save, they probably will just leave them alone.
Options
---Warp Blast
A good space marine hunting power. Small blast with AP3 can wreck any space marines holding objectives or marching up the field. Probably not worth using if you have a good target for the other power though.
---Warp Lance
The most powerful single target shot in the game. S10 AP1 Lance. Perfect for taking out land raiders, battlewagons, monoliths, and pretty much any vehicle that would normally be a tough nut to crack. It does have several points of failure however so broods of 2 to 3 are recommended.
---Mycetic Spore
If you are running them with codex powers, this is a good buy. it allows them to drop down in range of whatever vehicle needs immediate destruction.
--The Doom of Malan'tai
This is a fearsome foe. His ability to absorb wounds from nearby enemy units who fail leadership checks on 3d6 make him a force to be reckoned with. The fact that he has only toughness 4 and no eternal warrior however makes him surprisingly fragile for a unit that can theoretically get up to 10 wounds. You can field him with his frighteningly powerful codex power, Cataclysm, or you can equip him with a random biomancy power in the hopes of making him more durable. Either way, your opponent will be gunning for him.
Options
---Cataclysm
The big boom. This power gives the Doom of Malan'tai a powerful blast that can destroy everything from terminators to tanks. It hurts him to cast it though so be sure to have enough wounds to survive doing so. The biggest downside to this power is that if you are in melee, you can't cast it.
---Mycetic Spore
Yes. Every time. Don't run him without it.
--Pyrovore
No. Just no. When players talk about what the worst unit in all of 40K is, this one ALWAYS comes up. He is without a doubt, the worst unit in our codex and in hot contention for the worst unit in the entire game.
Options
---Mycetic Spore
If you MUST run this ... thing, putting him in a spore isn't the worst thing you could do with him, at least you could likely get him in range to kill something before he gets popped.
--Ymgarl Genestealers
Everything that is wrong with Genestealers is right with Ymgarls. These guys have a better save, can assault the turn they come in, can come in from ANY area terrain on the board (determined at the start of the game after deployment) and can adapt to a variety of situations. Assaulting into overwatch, increase toughness. Assaulting a vehicle, increase strength. Assaulting a unit that might kill them if given a chance, increase attacks and don't give them that chance. A truly excellent unit. If you love genestealers, run these guys.
-Fast Attack
--Tyranid Shrike
In general, if you want to run warriors as anything other than a minimal unit for backfield synapse, you should probably run these guys instead. They cost 5 more points per model with the same options otherwise and 1 lower armor save, but they are jump infantry instead. They aren't great, but their ability to cross the field faster and if they don't need their jump move to close, gaining a hammer of wrath attack, gives them a definite edge over Warriors. They still die in droves to any S8 attacks but they give the enemy much less time to fire them.
Options
---Scything Talons
This is a decent option if you want to make a ranged focused Shrike unit and keep them cheap.
---Rending Claws
This is probably not worth your time. If you are trying to keep them cheap, go with the Scything Talons, otherwise take one of the next two options.
---Pair of Boneswords
These are great for making your Shrikes a frightening unit to contend with in melee. If they get there, these will make victory in the combat almost guaranteed against most enemies. The tough part is getting there as they scare the garbanzo beans out of most opponents who will burn them down quick.
---Lash Whip and Bonesword
This is a great option for the Shrikes. It allows them to not only ignore enemy armor saves and have a chance at causing instant death, but also all but guarantee going first in the melee. Again though, makes them a high priority target.
---Devourer
A good basic gun. Assault 3 S4 makes them pretty attractive.
---Deathspitter
A slightly better gun for slightly more points. It is a tough call which is the better value between this and the devourer.
---Barbed Strangler
A good special weapon option. Provides a nice range with the ability to pin enemy infantry with a large blast. Best used against infantry with a 5+ or worse save. If you are going for a melee focused unit, this is probably not worth the points however.
---Venom Cannon
Almost certainly not worth the points. It isn't a half bad small blast for taking out infantry, but it is next to worthless against vehicles and the Barbed Strangler is probably better at dealing with massed infantry for fewer points.
---Spinefists
These are mediocre for Shrikes. Keep the Devourers over them in pretty much all cases. They are slightly more likely to cause wounds but at 2/3s the range and no leadership penalty, they just aren't quite up to snuff.
---Additional Scything Talons
This option is here in case you want to make a pure melee focused Shrike Brood. Generally I have found the Devourers to be more worthwhile as they give you the ability to do something the turn before you hit melee (assuming you get there)
---Adrenal Glands
Not generally worth it for Shrikes. It takes them from S4 to S5 on the charge which doesn't really open up any new tactical options.
---Toxin Sacs
Often worth it but not a must have. This allows rerolling of wounds against most infantry in melee and the ability to easily burn down tough monstrous creatures with ease, but they are somewhat pricey.
--Ravener
You can think of these guys as warriors, minus a bunch of options, with leadership of only 6 and 1 worse armor save, and no synapse, but a good bit faster. All in all, they are probably the better buy if you are looking for a somewhat durable unit that can do some damage in melee. Still fragile against anything S8+ however and that should be always be taken into consideration when looking at what they bring to the table.
Options
---Scything Talons
These guys come with two pair of these by default. This is a solid build and allows them to reroll all attack rolls.
---Rending Claws
You can reduce the benefit of your scything talons to only rerolling 1s and spend a few extra points per model to add Rending to your attacks. This is nice if you ever want your raveners to hunt vehicles or anything with a good armor save, but many consider it not worth the tradeoff.
---Spinefists
This starts looking like a more attractive option for Raveners who have 4 base attacks. Generally considered the better option for them if you are looking at ranged attacks. Many though don't consider any ranged attacks worthwhile on Raveners since any models you kill mean you have to make that much longer an assault roll to get into melee where they shine.
---Devourers
If you are looking to put a ranged attack on your raveners but don't want to restrict yourself to only 12" shooting range nor spend twice as many points for the better gun, you can take these. They are decent, but not great as both the other gun options are likely to do more damage.
---Deathspitters
These are the best guns available for the Ravener. They cost however and make the total cost without rending claws the same as a space marine terminator. Often it is better to just forgo ranged attack if for no other reason than keeping the unit cheap.
--Sky-Slasher Swarm
Think jump Rippers for half again more points. All the same problems rippers have exacerbated by the higher point cost per base, slightly mitigated by the increased mobility.
Options
---Spinefists
Expensive but if you want a ranged attack they are the only game in town. At least you get 4 twin linked shots out of the deal.
---Adrenal Glands
Another expensive option that opens up tactical capabilities. In this case, allowing them to pop vehicles in melee.
---Toxin Sacs
And yet another overpriced option. Makes them significantly better, but at significant cost increase to an already overcosted unit.
--Gargoyle
This is a very good unit that can be used as either a cover screen for your army due to their very spread out profile and/or as a shock infantry that can kill significantly more expensive units in melee. They are basically jump Termagants for one extra point. Unlike other jump versions of troops choices, this one is actually a bargain. You can't take different guns, but you gain blinding venom which is very nice.
Options
---Adrenal Glands
A great biomorph for any unit that has 3 Strength. Opens up tactical options of being able to glance vehicles and makes toxin sacs significantly better. Don't bother taking it if you are using the unit primarily as a screen, but if you are using them as shock infantry, this is definitely worth it.
---Toxin Sacs
Another great biomorph for almost any Tyranid. Again, not worth it if you are using the unit as a screen, but definitely worth it for use as shock infantry. Even with all options Gargoyles are quite affordable points wise.
--Harpy
This is a mediocre unit that tries to do many things but doesn't bother to do any of them particularly well. Not generally worth it's points, it is still a flying monstrous creature and gets all the advantages that comes with that, but as such things go, it is fairly fragile and in need of extra care when bringing on from reserve so that it doesn't just die to a quad gun.
Options
---Twin Linked Stranglethorn Cannon
This is the gun to go with on the Harpy. It gives you a moderately reliable anti-infantry large blast.
---Twin Linked Heavy Venom Cannon
I really am not sure where the devs thought they were going with this one. It has strength like an anti tank gun, but doesn't have sufficient AP to have a reasonable chance of destroying a tank, and then it comes with a debuff specifically for any vehicle that isn't open topped. Not much of a reason to take this unless you are hunting Orks specifically.
---Stinger Salvo
A decent ranged attack capable of targeting air units though lacking the strength to capitalize on that and supplying overwatch fire. Not great otherwise.
---Cluster Spines
Also a decent ranged attack capable of dropping large anti-infantry blasts. Combined with the spore Mine Cysts and Stranglethorn Cannon, it makes the life of massed infantry models very short.
---Adrenal Glands
Allows the Harpy to get Strength 6 on the charge, not that the harpy will likely spend much time charging anything other than vehicles it intends to smash. not really worth for the Harpy.
---Toxin sacs
Again, due to the nature of the Harpy, if it is assaulting anything, it is probably a tank. Not much need for these here.
---Regeneration
Not really worth it as if the enemy decides it is time for the Harpy to die, it will very likely go down in one round.
--Spore Mine Cluster
Dramatically overpriced unit that is more likely to self annihilate than actually do anything to damage or impede your enemy. Don't bother with these as anything other than freebies from a missed Biovore shot.
note on Monstrous Creatures.
In 6th edition just being a Monstrous Creature gives a model IMMENSE ADVANTAGES. Be sure to read up on these and be familiar with all the special rules and capabilities it gives. It helps a lot when considering the capabilities of a unit.
note on Synapse. A lot of our big bugs do not need synapse in 6th edition with the changes to Rage. Our little bugs still desperately need it however. Always keep in mind most of your units have terrible leadership and without synapse will break and run at a moment's notice. Always have redundant synapse in your lists.
note on psyker powers. With 6th edition we can replace all of the psyker powers on a model with random rolls on the main rulebook's psyker tables for Biomancy, Telekinesis, or Telepathy. In general most of our units are best served pulling from Biomancy but I will give the tactical breakdown of each.
Color code
Lime means Great
Teal means good, but not amazing
Yellow means mediocre or situational
Purple means poor but fieldable
Red means Terrible
Biomancy
- Smite (primaris)
This is a nice short range witchfire ability that can be vital for dealing with terminators and mega armored nobs and other 2+. As primaris powers go this one is really quite good.
-Iron Arm
A blessing that buffs the psyker's Strength and Toughness by d3 and gives eternal warrior. Possibly the best power in the set and one of the ones you always hope for on your Tervigons and Tyrants. Particularly great against Grey Knights.
-Enfeeble
A malediction that reduces a target's strength and toughness and makes open terrain count as difficult. Amazingly useful, particularly when dealing with enemy units that have toughness 6. You can enfeeble them then smash them for instant death. Also great for dealing with nob squads as it makes them suffer instant death on strength 6 and deal a LOT less damage back if they survive.
-Endurance
A blessing that allows you to give a unit Feel No Pain, It Will Not Die, and Relentless. Relentless doesn't do US any good, but the other two are great. It is like Catalyst with a slightly weaker Regeneration thrown in for good measure. This is a great power for ANY of our psykers to get.
-Life Leech
A witchfire similar to the old Leech Essence our Tyrants can get, but actually a touch better with twice the strength and the same average number of attacks, but you have to make an attack roll with it. Gives you only one wound back if you cause any, but that is all you were ever likely to get out of Leech Essence anyway. Also great for dealing with enemy 2+ armor units.
-Warp Speed
A blessing that buffs the psyker's initiative and attacks by d3 and gives it fleet. A good power, I don't think quite as good as any of the others up to this point but not something I would cry about getting stuck with. Particularly handy for Monstrous Creatures that want to smash a vehicle or building as these attacks are added on after the attacks attribute is halved.
-Haemorrage
This power is terrible. If you get it, you probably should swap it out for smite. It is fairly unlikely to do anything significant to anything other than grots.
Telekinesis
-Assail(primaris)
Not a particularly interesting power. It is a S6 beam with no AP. Strikedown doesn't do anything all that good either.
-Crush
A very random focussed witchfire power. CAN be good, CAN be useless. I wouldn't rely on it but if it is all you have, worth a shot.
-Gate of Infinity
This is one of the best psyker powers for some units to have. Particularly good for old Swarmlord. A 24" teleport can really help getting him into position. Probably worth going for if you already rolled Iron Arm on him.
-Objuration Mechanicum
A malediction that is great for tacking on a quick glance on flyers or heavy tanks and make their shooting weaker the next turn.
-Shockwave
Strength 3 and AP- nova... garbage.
-Telekine Dome
This is a great power as it gives invuln rolls against shooting to a target unit.
-Vortex of Doom
Unreliable risky garbage that has no business being warp charge 2. Great when it works out, catastrophic when it doesn't. I will leave it at that.
Telepathy
-Psychic Shriek(primaris)
Not a bad power, decent for the Doom of Malantai. Most effective against armies with weak leadership.
-Dominate
Pretty neat power. Good malediction for keeping a low leadership unit from doing anything for a turn.
-Mental Fortitude
This is a pretty good blessing for most armies but almost useless for us due to having synapse that already regroups and grants fearless to units.
-Puppet Master
This is a fun power that allows you to use an enemy model to shoot other enemy units if you can hit it with a focused witchfire attack. Very good.
-Terrify
This power is effective AGAINST Tyranids as it can remove Fearless from a unit and make it roll morale. Can also be good against other low leadership armies.
-Invisibility
This power is really quite good as it grants you a GREAT cover save. Too bad it is warp charge 2 and will rarely ever be cast as only our Swarmlord can get it and he is better served by getting Biomancy powers.
-Hallucination
This is a fun but random power. It's biggest issue is being warp charge 2. That is pretty bad when you consider one of the effects which happens a third of the time can very likely have no result at all.
Units
-HQ Units
--Hive Tyrant
In general this guy is our best HQ pick bar none. Very versatile and capable of fulfilling a variety of roles, though one build stands out in 6th edition so far. The 2x twin linked devourer with brainleech worms equipped flying tyrant. If we had other good anti air options this build wouldn't be so crucial but it is the only thing we have that can have a reliable effect on flyers.
Options
---Lash Whip and Bonesword
Great for melee. The bonesword doesn't do much for the Tyrant other than give a SLIGHT chance at causing instant death which he can usually pull off anyway by smashing. The Lash Whip on the other hand ensures that the Tyrant swings first which is a HUGE boon.
---Scything Talons
Good for melee, when you have it lets you reroll all 1's to hit, with a pair you reroll all misses. There are better options available though.
---Twin Linked Deathspitter
Terrible gun choice for the Tyrant. Far too weak to be a meaningful choice for a single model unit.
---Twin Linked Devourers with Brainleech Worms
One of the best guns in the codex. Granted it has AP-, however it has 6 shots at strength 6 and can debuff the enemy's leadership when testing morale at the end of the shooting phase. Also good for dealing with enemy flyers and light to medium vehicles, especially when taken in pairs.
---Stranglethorn Cannon
Not a bad gun, decent for dealing with massed infantry, but not the gun I would put on a tyrant as it doesn't play to his strengths and is somewhat expensive for what it does.
---Heavy Venom Cannon
Not a good gun, but it has it's place. That place is NOT on a Hive Tyrant however. Also do not let the high strength stat fool you, this gun is terrible against vehicles unless they are open topped and even then it is only decent.
---Hive Commander
One Tyrant in your list should have this if you have more than one or two things in reserve. It makes you bring things in from reserve on a 2+ and allows you to outflank a troops choice, note that can be a Tervigon!
---Indescribable Horror
This option is and was even in 5th edition, the worst option on any unit possibly in the game. DO NOT TAKE THIS! It is expensive and works against what the Tyrant would want, which is to be in melee as much as possible!
---Old Adversary
This option is decent, not great, but some lists can benefit from it. This is more useful to a ground based Tyrant walking up the field next to a swarm of devilgaunts or other strong ranged units that don't have twin linked guns. Also nice for melee but by no means worth it's points for what it brings to your melee game. Probably not worth it on a winged Tyrant.
---Adrenal Glands
This option is wasted on the tyrant who is already strong enough to wound on 2+ most of the time anyway and can always use Smash Attacks if he needs the extra strength.
---Toxin Sacs
Not a great choice, but not a waste either. Allows him to reroll his wounds effectively. He is usually going to wound on 2+ though so this isn't a huge boon.
---Acid Blood
This is a nice biomorph but I think it is a bit overcosted. Good way to get payback against those who wound him in melee, but it is not guaranteed payback and usually has very little effect in the course of a game as the Tyrant has more to fear from ranged attacks than melee.
---Implant Attack
Another nice biomorph that is probably a bit overcosted. The chance of causing instant death isn't high enough to warrant the points and as said before, he can usually cause instant death just by using Smash Attacks anyway.
---Toxic Miasma
This can be nice against horde armies, but usually not worth the points as it doesn't have much of an impact on the game.
---Regeneration
This is one of those biomorphs that some people swear by and others never bother with. I think it is overcosted for it's odds of success, but your mileage may vary.
---Thorax Swarm
Your choice of 3 varieties of anti infantry template attacks that can be fired in addition to your regular 2 ranged attacks. This would be great if not for the fact that it is exclusive with the next two choices with are both MUCH more important.
---Armoured Shell
If you are taking a walking tyrant you owe it to yourself to put down the points for this. Absolutely worth it as it gives the coveted 2+ armor save. Really can't stress enough how valuable this is and I would advise you ALWAYS take it if not for the next option.
---Wings
Friggin Wings! Makes him a Flying Monstrous Creature! Makes it possible to get skyfire when shooting Twin linked Devourers! Allows you to cross the board quickly and deal with targets! Take this! Every time if possible!
---The Horror
If you didn't trade in your powers for Biomancy, at least do not take this. Worst psyker power we have access to. Most enemies will succeed that roll and the slot will be completely wasted.
---Leech Essence
This is a good power, not great, but it auto hits, has AP2, and has a chance of getting wounds back. If you didn't trade out for Biomancy, this is a good one.
---Paroxysm
This is the best codex power for the Tyrant. Automatically hits and drops a non-vehicle enemy to BS1 and WS1. The weapon skill debuff is mostly meaningless, but the ballistic skill drop can be nice on a turn when you can't get into melee with anything. Still would rather have Biomancy powers.
---Psychic Scream
Again, rather have Biomancy powers, but if you want to keep codex ones, this is a good, but not great one. Has decent odds of doing something about Terminators and other armor 2+ enemies.
--The Swarmlord
This bad boy is our best deathstar killer. He can annihilate almost any enemy in melee with only a couple of worrisome opponents. Plus he is psyker mastery level 2 with 4 powers. If you don't need two flyrants, you should seriously consider taking this guy.
--Tyrant Guard
These little guys are great for keeping walking Tyrants and The Swarmlord alive long enough to wreck face in melee. Taking one lets you get full use of Iron Arm's Toughness buff. If your enemy is preferentially targeting your Swarmlord though the extra wounds might be worth it to bring more.
Options
---Lash Whip
This is a great option to take if you have the points to spare. If your guard makes it into melee with the Swarmlord then it drops the initiative of at least some of the enemies to 1. This can help out a LOT.
---Bonesword
This is a good option to take as well. It allows the Tyrant Guard to contribute significantly to the damage output if they make it to melee. Both options however should be weighed against the fact that the guard often don't make it to melee.
--Tervigon
One of the best units in the codex, possibly the game. These guys provide synapse, buff termagants, spawn termagants, can count as troops, are Monstrous creatures, provide Shadow in the Warp, are Psykers, and are tough as nails. They do all of this for a rather low cost in points.
Options
---Scything Talons
Treat this as an option to take if you have a Tervigon without Crushing Claws and 5 points to spare. Not great, but can be handy.
---Crushing Claws
This is a great biomorph for the Tervigon. The d3 attacks it gives are added AFTER you divide by half for smashing so it makes the Tervigon GREAT for crushing vehicles in melee.
---Adrenal Glands
This is a great option to take not just for the buff it gives termagants but also because it makes it so the Tervigon will usually wound infantry on 2+. Very few infantry have toughness higher than 4. Also it allows the Tervigon to instant death T3 models without having to smash.
---Toxin Sacs
This is also a great option for both the termagants around the Tervigon and the Tervigon itself as it allows it to reroll wounds against most targets and wound on 4+ against those that would normally be tougher.
---Acid Blood
Same as for the Tyrant, would be nice, but a bit overcosted.
---Implant Attack
Also same as for the Tyrant, not terribly likely to trigger and when it does you could just use a smash attack to the same effect in most cases anyway. not worth the points.
---Toxic Miasma
Again, same as for Tyrant, would be nice against horde armies, but a bit overcosted.
---Regeneration
This has a bit more value to a Tervigon than a Tyrant, but it is still expensive for how likely it is to trigger. Not generally worth it, but not a terrible deal either.
---Stinger Salvo
This is a nice free attack. Medium range and S5, can be used to try to get a lucky pop on a vehicle so that the contents can be assaulted, can be used for overwatch, can be fired at an infantry unit to try to snipe out a pesky power fist or other problematic weapon since the tervigon is a character, and generally a not amazing, but handy gun to have.
---Cluster Spines
This is a good option to replace the stinger salvo if you think you will mostly be dealing with Orks or other light infantry that comes in large clumps. You are sacrificing some of the potential utility for a higher potential damage output.
---Catalyst
If you aren't trading out for Biomancy, this would be the reason why. Guaranteed Feel No Pain dispenser. Not as good as Endurance or Iron Arm, but it is guaranteed.
---Onslaught
The only reason to take this power is to have another power to trade in for Biomancy. Almost useless on it's own now that you cannot run and assault in the same turn.
--Tyranid Prime
This guy is pretty decent. A cheap way to fill out your HQ slot and tack synapse and a few T5 wounds to a unit. Also can buff a warriors unit, though that is not generally the best use of him. One of the two independent characters Tyranids have access to
Options
---Scything Talons
A decent option if you are trying to keep him cheap.
---Rending Claws
A decent option if you are trying to keep him cheap but make him slightly more effective in melee.
---Pair of Boneswords
A good option if you want to make him very effective in melee and capable of causing instant death wounds moderately reliably.
---Lash Whip and Bonesword
The best option if you want to make him a melee powerhouse. Lets him hit first and ignore enemy armor saves as well as getting a chance at causing instant death wounds.
---Devourer
A good but not great gun. Comes free and shoots 3 times.
---Deathspitter
A better but still not great gun. Same number of shots, slightly better AP and Strength. No leadership debuff.
---More Scything Talons
If you kept the first pair, this pair can allow you to reroll all misses in melee, or you can exchange the first pair and take these to make a melee focused Prime with no shooting options.
---Adrenal Glands
A decent option, but not great. Lets him get that valuable strength 6 on the charge, but is probably overcosted for that capability.
---Toxin Sacs
A good option, usually allows rerolls of wounds. A better option than the Adrenal Glands, but by no means a must have.
---Regeneration
This is probably the best unit for this biomorph, but it is still expensive for the impact it is likely to have. A lot of people swear by it, I usually don't bother.
--The Parasite of Mortrex
This guy is the second Independent Character option in our codex. Not great, not terrible. Kind of flimsy with only T4. Nice if you like Rippers...
-Troops
--Tervigon
Just putting this here to point out that the Tervigon can count as a Troops choice if you take a unit of termagants per Tervigon you want to count this way. Very nice option.
--Tyranid Warrior
These guys are what a lot of people think of when they think Tyranids. Unfortunately in our current codex they fold like a toilet paper castle in the rain to S8+ firepower. This would be fine if they were cheaper but at 30 to 60 (75 with a venom cannon) points per model, it can be an expensive loss for a single Krak missile to cause. God forbid you have to deal with a Battle Cannon. Most have decent success running them in small units with devourers or deathspitters and a Barbed Strangler to provide backfield synapse and light shooting support.
Options
---Scything Talons
This is a decent option if you want to make a ranged focused Warrior unit and keep them cheap.
---Rending Claws
This is probably not worth your time. If you are trying to keep them cheap, go with the Scything Talons, otherwise take one of the next two options.
---Pair of Boneswords
These are great for making your warriors a frightening unit to contend with in melee. If they get there, these will make victory in the combat almost guaranteed against most enemies. The tough part is getting there as they scare the garbanzo beans out of most opponents who will burn them down quick.
---Lash Whip and Bonesword
This is a great option for the Warriors. It allows them to not only ignore enemy armor saves and have a chance at causing instant death, but also all but guarantee going first in the melee. Again though, makes them a high priority target.
---Devourer
A good basic gun. Assault 3 S4 makes them pretty attractive.
---Deathspitter
A slightly better gun for slightly more points. It is a tough call which is the better value between this and the devourer.
---Barbed Strangler
A good special weapon option. Provides a nice range with the ability to pin enemy infantry with a large blast. Best used against infantry with a 5+ or worse save. If you are going for a melee focused unit, this is probably not worth the points however.
---Venom Cannon
Almost certainly not worth the points. It isn't a half bad small blast for taking out infantry, but it is next to worthless against vehicles and the Barbed Strangler is probably better at dealing with massed infantry for fewer points.
---Spinefists
These are mediocre for warriors. Keep the Devourers over them in pretty much all cases. They are slightly more likely to cause wounds but at 2/3s the range and no leadership penalty, they just aren't quite up to snuff.
---Additional Scything Talons
This option is here in case you want to make a pure melee focused Warrior Brood. Generally I have found the Devourers to be more worthwhile as they give you the ability to do something the turn before you hit melee (assuming you get there)
---Adrenal Glands
Not generally worth it for Warriors. It takes them from S4 to S5 on the charge which doesn't really open up any new tactical options.
---Toxin Sacs
Often worth it but not a must have. This allows rerolling of wounds against most infantry in melee and the ability to easily burn down tough monstrous creatures with ease, but they are somewhat pricey.
---Mycetic Spore
Not generally worth it for Warrior Broods as it just makes them an immediate target for every heavy weapon the enemy has to burn them down quick, and a prime can't join them in it.
--Genestealers
These guys have been an ever present nightmare for the enemies of the Tyranid Swarm. They have been feared by guardsmen and Leman Russ Tanks alike. They have been known to wipe out space marines with ease. But it only took 6th edition to take them from a nightmare to a yawn. They got nerfed in four key ways with the dawning of 6th edition. They can no longer assault after running, they can no longer assault the turn they outflank, Variable charge lengths made charges unreliable, and overwatch thins their numbers when they try to assault. These guys have been retired in most lists these days and it makes me sad, but if you still want to run them here is what you can do.
Options
---Scything Talons
If you take no losses before you hit them in melee, these are absolutely worth it. They give a slight advantage on a per point basis. If you take even one or two losses due to attrition first though, they stop being worth the points as more bodies has more value.
---Adrenal Glands
Not generally worth the cost, it does make them slightly better at dealing with vehicles, but not as much as more bodies would once you take attrition into account and they don't have much effect at all if you take Toxin Sacs.
---Toxin Sacs
If you take Genestealers, you want to take them with toxin sacs in most cases. These greatly increase your odds of rending since they let you reroll your wounds.
---Mycetic Spore
Not worth it for Genestealers. They can outflank so they don't need a spore to arrive in.
--Broodlord
I am giving the Broodlord a separate entry because he has his own tactical considerations even though you can only take him as part of a Genestealer brood. He got significantly buffed in this edition relative to 5th since his abilities make him ideal for challenges. He is the only Tyranid Psyker that I would never recommend trading out his codex powers. Since he has Ballistic Skill 0 he cannot use ANY witchfire powers and all of our primaris powers are witchfire. Besides, his codex powers are perfect for the role of melee assassin. He is however VERY expensive for what he does. If you are fielding Genestealers in 6th edition, you should seriously consider bringing him along.
Options
---Scything Talons
Not a bad choice for him to take, especially since he can take it separately from the rest of the brood. After all, if you are bringing him, he is the reason you took the brood to begin with.
---Implant Attack
This is a good option for the Broodlord. He can't normally cause instant death wounds so this gives him a new tactical consideration. Though it is somewhat expensive for the opportunity so consider the fact that as long as he keeps succeeding on his psyker test and challenge, the enemy character will be tied up anyway. Though this works well when coupled with toxin sacs and the rending claws as the toxin sacs will allow you to usually reroll the wound and the rending claws ensure that your instant death hits ignore armor.
---Acid Blood
This is probably the best unit in our codex to put this on. It is still expensive to do so, but if you have the other genestealers in the brood taking all shooting wounds for him, then he will have 3 wounds to hand out with this biomorph. Not a must have, but if you are really wanting to run something with Acid Blood, this is the guy to put it on.
---Aura of Despair
This leadership penalty can be used to interesting effect with other powers, but for the most part is a waste unless you can't get into melee since you wouldn't be using his other power.
---Hypnotic Gaze
This is the main reason to even run the Broodlord. This power was good in 5th edition, it is GREAT in 6th. Challenge the enemy and then either lock down his leader and maul him, or watch him slink away in disgrace and instead lock down the next most threatening model in his unit. Win-win.
--Termagants
I love these little guys, they are cheap enough to field dozens of them and they are still decent troops for the price. The best part though is that they can be buffed significantly by a nearby Tervigon and taking a brood of them makes that Tervigon a troop.
Options
---Fleshborer
Standard issue bug gun. Same stats as a bolt pistol. Not bad, not great, good for the price. Biggest weakness is range.
---Strangleweb
This weapon is weak and unlikely to actually have any effect, you would be better off just buying two more termagants for the cost.
---Spinefists
Don't bother, under no circumstances are they better than a fleshborer and you pay a point to take them instead of fleshborers.
---Spike Rifle
Good range, bad everything else. I wouldn't bother with them. If you really want the range, save your points for the next option.
---Devourer
Devourers, yes, you can put devourers on termagants. The gun costs as much as the rest of the model, but it is worth it. Termagants with these things are called Devilgaunts for a reason. They pour out tons of pain. Don't expect them to wipe out units that costs twice as much but they can definitely force a lot of armor saves and cause a few wounds. Not bad for 10 points a model.
---Adrenal Glands
Absolutely worth the points on fleshborer guants, especially if they have toxin sacs, but not worth getting for them because if they are near the front lines they should be getting this from your Tervigons.
---Toxin Sacs
Same as above. Termagants benefiting from both TS and AG wound on 4+ and reroll wounds vs Space marines. This makes them actually pretty scary in melee, but your Tervigon should be handing these buffs out so don't buy them on the unit.
---Mycetic Spore
Only put termagants in these if you are equipping them with Devourers. It allows you to drop them on an enemy and then pour out an absurd number of shots. Fleshborer gaunts are better off foot slogging it.
--Hormagaunts
These guys are very mean in melee for their points cost. Getting them there however is the challenge. With 6th edition removing their ability to run and assault in the same turn their effective threat range has greatly decreased. Then they have to contend with overwatch killing off the front gaunts. They are still mean in melee but probably overcosted considering their likelihood of getting there.
Options
---Adrenal Glands
These are a nice option since they open up the possibility of glancing to death vehicles with rear AV10. Also when paired with Toxin Sacs they allow for rerolls to wound vs T4 on the charge. They are however expensive. With 6th ed attrition rates, they are probably not worth it.
---Toxin Sacs
See above
---Mycetic Spore
This might be a viable option to deliver the hormagaunts close to their target, but it will also result in them becoming an immediate high priority target. Worth experimenting with considering your local meta.
--Ripper Swarm
These little guys have it hard. Not only are they flimsy and weak, but they also have to contend with the fact that if they are out of synapse they start eating each other. Most players consider them garbage, there is at least one on this forum who thinks otherwise, but regardless, unless you develop a strategy around their use, they are dramatically overcosted and not very good.
Options
---Spinefists
Expensive but if you want a ranged attack they are the only game in town. At least you get 4 twin linked shots out of the deal.
---Adrenal Glands
Another expensive option that opens up tactical capabilities. In this case, allowing them to pop vehicles in melee.
---Toxin Sacs
And yet another overpriced option. Makes them significantly better, but at significant cost increase to an already overcosted unit.
---Tunnel Swarm
Possibly the only reasonably costed biomorph for these poor things The ability to deep strike them makes them a bit scarier, especially if you gave them spinefists.
--Mycetic Spore
This is our drop pod. How we deep strike units that can't do it themselves. It is decent for what it is. Just don't expect much out of it once it has made a delivery.
Options
---Cluster Spines
Overcosted blast attack that you don't get to aim on your own and will be fired close to the troops you just deployed ... bad idea.
---Stinger Salvo
Overcosted attack you can't aim that will do negligible damage with BS2
---Twin Linked Deathspitter
A better option than the stinger salvo as it is twin linked at the cost of one shot. Still not usually worth it.
---Barbed Strangler
Another large blast near your freshly deployed troops. Don't do it.
---Venom Cannon
No... just No.
-Elites
--Hive Guard
These guys are among our best. They can fire without line of sight, have BS4, ignore most cover saves, and 24" range. Plus they are tough as nails. You won't likely find a better ranged transport popper in our codex. All around excellent unit.
--Lictor
These guys are interesting, not great, not even really good, but interesting. You can't start with them on the board but one of their abilities is to give you a reserve bonus when they are on the board... poorly thought out. Then when they deepstrike in they can't assault even though they are fairly flimsy melee specialists... poorly thought out. In the long run, they are best used to pop up behind a vehicle and ruin it's day or pop up near long ranged heavy weapon squads and ruin their day. They don't tend to live long but they will get the enemy's attention. Overall, not worth their points and have a lot of poorly thought out rules.
--Deathleaper
Like a lictor that sucks a lot less. This guy is actually worth fielding not the least of which because when they hide in even the flimsiest terrain, they get cover save 2+. If you love the look of the model I would recommend giving this guy a shot.
--Venomthrope
Venomthropes have been subject to more one off nerfs than any other unit I can think of. At this point they provide cover saves to nearby friendly units and make it so that you have to take dangerous terrain tests to assault them. They also have the effect of defensive grenades for themselves. They aren't worth squat in melee and have no ranged attacks. With cover saves being fairly easy to get in 6th edition and dangerous terrain tests being pretty ignorable, there isn't much reason to field them anymore.
Options
---Mycetic Spore
There is basically no reason to ever want to deep strike a venomthrope. Don't bother.
--Zoanthrope
These guys are our ranged heavy vehicle poppers. What Hive guard can't handle these guys can. There are two major ways to field them. With codex powers or with biomancy. With codex powers you can either hike them up the field with your main force to pop vehicles as they approach, or you can drop them in a pod to try to pop vehicles near the back of the enemy lines. With Biomancy they can hide in your backfield buffing and providing synapse for your termagants and biovores hiding out near an objective. This makes them much less of a high priority target for your enemy and with that 3+ invuln save, they probably will just leave them alone.
Options
---Warp Blast
A good space marine hunting power. Small blast with AP3 can wreck any space marines holding objectives or marching up the field. Probably not worth using if you have a good target for the other power though.
---Warp Lance
The most powerful single target shot in the game. S10 AP1 Lance. Perfect for taking out land raiders, battlewagons, monoliths, and pretty much any vehicle that would normally be a tough nut to crack. It does have several points of failure however so broods of 2 to 3 are recommended.
---Mycetic Spore
If you are running them with codex powers, this is a good buy. it allows them to drop down in range of whatever vehicle needs immediate destruction.
--The Doom of Malan'tai
This is a fearsome foe. His ability to absorb wounds from nearby enemy units who fail leadership checks on 3d6 make him a force to be reckoned with. The fact that he has only toughness 4 and no eternal warrior however makes him surprisingly fragile for a unit that can theoretically get up to 10 wounds. You can field him with his frighteningly powerful codex power, Cataclysm, or you can equip him with a random biomancy power in the hopes of making him more durable. Either way, your opponent will be gunning for him.
Options
---Cataclysm
The big boom. This power gives the Doom of Malan'tai a powerful blast that can destroy everything from terminators to tanks. It hurts him to cast it though so be sure to have enough wounds to survive doing so. The biggest downside to this power is that if you are in melee, you can't cast it.
---Mycetic Spore
Yes. Every time. Don't run him without it.
--Pyrovore
No. Just no. When players talk about what the worst unit in all of 40K is, this one ALWAYS comes up. He is without a doubt, the worst unit in our codex and in hot contention for the worst unit in the entire game.
Options
---Mycetic Spore
If you MUST run this ... thing, putting him in a spore isn't the worst thing you could do with him, at least you could likely get him in range to kill something before he gets popped.
--Ymgarl Genestealers
Everything that is wrong with Genestealers is right with Ymgarls. These guys have a better save, can assault the turn they come in, can come in from ANY area terrain on the board (determined at the start of the game after deployment) and can adapt to a variety of situations. Assaulting into overwatch, increase toughness. Assaulting a vehicle, increase strength. Assaulting a unit that might kill them if given a chance, increase attacks and don't give them that chance. A truly excellent unit. If you love genestealers, run these guys.
-Fast Attack
--Tyranid Shrike
In general, if you want to run warriors as anything other than a minimal unit for backfield synapse, you should probably run these guys instead. They cost 5 more points per model with the same options otherwise and 1 lower armor save, but they are jump infantry instead. They aren't great, but their ability to cross the field faster and if they don't need their jump move to close, gaining a hammer of wrath attack, gives them a definite edge over Warriors. They still die in droves to any S8 attacks but they give the enemy much less time to fire them.
Options
---Scything Talons
This is a decent option if you want to make a ranged focused Shrike unit and keep them cheap.
---Rending Claws
This is probably not worth your time. If you are trying to keep them cheap, go with the Scything Talons, otherwise take one of the next two options.
---Pair of Boneswords
These are great for making your Shrikes a frightening unit to contend with in melee. If they get there, these will make victory in the combat almost guaranteed against most enemies. The tough part is getting there as they scare the garbanzo beans out of most opponents who will burn them down quick.
---Lash Whip and Bonesword
This is a great option for the Shrikes. It allows them to not only ignore enemy armor saves and have a chance at causing instant death, but also all but guarantee going first in the melee. Again though, makes them a high priority target.
---Devourer
A good basic gun. Assault 3 S4 makes them pretty attractive.
---Deathspitter
A slightly better gun for slightly more points. It is a tough call which is the better value between this and the devourer.
---Barbed Strangler
A good special weapon option. Provides a nice range with the ability to pin enemy infantry with a large blast. Best used against infantry with a 5+ or worse save. If you are going for a melee focused unit, this is probably not worth the points however.
---Venom Cannon
Almost certainly not worth the points. It isn't a half bad small blast for taking out infantry, but it is next to worthless against vehicles and the Barbed Strangler is probably better at dealing with massed infantry for fewer points.
---Spinefists
These are mediocre for Shrikes. Keep the Devourers over them in pretty much all cases. They are slightly more likely to cause wounds but at 2/3s the range and no leadership penalty, they just aren't quite up to snuff.
---Additional Scything Talons
This option is here in case you want to make a pure melee focused Shrike Brood. Generally I have found the Devourers to be more worthwhile as they give you the ability to do something the turn before you hit melee (assuming you get there)
---Adrenal Glands
Not generally worth it for Shrikes. It takes them from S4 to S5 on the charge which doesn't really open up any new tactical options.
---Toxin Sacs
Often worth it but not a must have. This allows rerolling of wounds against most infantry in melee and the ability to easily burn down tough monstrous creatures with ease, but they are somewhat pricey.
--Ravener
You can think of these guys as warriors, minus a bunch of options, with leadership of only 6 and 1 worse armor save, and no synapse, but a good bit faster. All in all, they are probably the better buy if you are looking for a somewhat durable unit that can do some damage in melee. Still fragile against anything S8+ however and that should be always be taken into consideration when looking at what they bring to the table.
Options
---Scything Talons
These guys come with two pair of these by default. This is a solid build and allows them to reroll all attack rolls.
---Rending Claws
You can reduce the benefit of your scything talons to only rerolling 1s and spend a few extra points per model to add Rending to your attacks. This is nice if you ever want your raveners to hunt vehicles or anything with a good armor save, but many consider it not worth the tradeoff.
---Spinefists
This starts looking like a more attractive option for Raveners who have 4 base attacks. Generally considered the better option for them if you are looking at ranged attacks. Many though don't consider any ranged attacks worthwhile on Raveners since any models you kill mean you have to make that much longer an assault roll to get into melee where they shine.
---Devourers
If you are looking to put a ranged attack on your raveners but don't want to restrict yourself to only 12" shooting range nor spend twice as many points for the better gun, you can take these. They are decent, but not great as both the other gun options are likely to do more damage.
---Deathspitters
These are the best guns available for the Ravener. They cost however and make the total cost without rending claws the same as a space marine terminator. Often it is better to just forgo ranged attack if for no other reason than keeping the unit cheap.
--Sky-Slasher Swarm
Think jump Rippers for half again more points. All the same problems rippers have exacerbated by the higher point cost per base, slightly mitigated by the increased mobility.
Options
---Spinefists
Expensive but if you want a ranged attack they are the only game in town. At least you get 4 twin linked shots out of the deal.
---Adrenal Glands
Another expensive option that opens up tactical capabilities. In this case, allowing them to pop vehicles in melee.
---Toxin Sacs
And yet another overpriced option. Makes them significantly better, but at significant cost increase to an already overcosted unit.
--Gargoyle
This is a very good unit that can be used as either a cover screen for your army due to their very spread out profile and/or as a shock infantry that can kill significantly more expensive units in melee. They are basically jump Termagants for one extra point. Unlike other jump versions of troops choices, this one is actually a bargain. You can't take different guns, but you gain blinding venom which is very nice.
Options
---Adrenal Glands
A great biomorph for any unit that has 3 Strength. Opens up tactical options of being able to glance vehicles and makes toxin sacs significantly better. Don't bother taking it if you are using the unit primarily as a screen, but if you are using them as shock infantry, this is definitely worth it.
---Toxin Sacs
Another great biomorph for almost any Tyranid. Again, not worth it if you are using the unit as a screen, but definitely worth it for use as shock infantry. Even with all options Gargoyles are quite affordable points wise.
--Harpy
This is a mediocre unit that tries to do many things but doesn't bother to do any of them particularly well. Not generally worth it's points, it is still a flying monstrous creature and gets all the advantages that comes with that, but as such things go, it is fairly fragile and in need of extra care when bringing on from reserve so that it doesn't just die to a quad gun.
Options
---Twin Linked Stranglethorn Cannon
This is the gun to go with on the Harpy. It gives you a moderately reliable anti-infantry large blast.
---Twin Linked Heavy Venom Cannon
I really am not sure where the devs thought they were going with this one. It has strength like an anti tank gun, but doesn't have sufficient AP to have a reasonable chance of destroying a tank, and then it comes with a debuff specifically for any vehicle that isn't open topped. Not much of a reason to take this unless you are hunting Orks specifically.
---Stinger Salvo
A decent ranged attack capable of targeting air units though lacking the strength to capitalize on that and supplying overwatch fire. Not great otherwise.
---Cluster Spines
Also a decent ranged attack capable of dropping large anti-infantry blasts. Combined with the spore Mine Cysts and Stranglethorn Cannon, it makes the life of massed infantry models very short.
---Adrenal Glands
Allows the Harpy to get Strength 6 on the charge, not that the harpy will likely spend much time charging anything other than vehicles it intends to smash. not really worth for the Harpy.
---Toxin sacs
Again, due to the nature of the Harpy, if it is assaulting anything, it is probably a tank. Not much need for these here.
---Regeneration
Not really worth it as if the enemy decides it is time for the Harpy to die, it will very likely go down in one round.
--Spore Mine Cluster
Dramatically overpriced unit that is more likely to self annihilate than actually do anything to damage or impede your enemy. Don't bother with these as anything other than freebies from a missed Biovore shot.