Tyranid Army Lists in 5th Edition
I am in the process of making a series of articles discussing some of the variety of options that the Tyranids have available in 5th edition. These are based on lists that were previously competitive and I'll point out if they still are so, or what changes might be made to make them more so. I will post and discuss 2-3 armies each week, giving information on how to build the armylist, what it does and how to work it. These lists are designed at 1500pts, so they can be more easily scaled up or down to meet your requirements. First up, the "traditional" Tyranid army...

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

182 Tyrant: Wings, WS6, S6, 2xST

90 3xWarrior: RC/ST, I5, EC
90 3xWarrior: RC/ST, I5, EC

160 16x Hormagaunt
160 16x Hormagaunt
120 20x Termagant
120 20x Termagant

102 6x Genestealer: Feeder Tendrils
102 6x Genestealer: Feeder Tendrils

96 8x Gargoyles

148 Carnifex: BS3, VC/BS
130 2x Zoanthrope: Synapse/Blast

1500pts total

Basically, wave theory is planning what parts of your army will hit at different times, and what you want to accomplish with each wave. In this list, the Hormagaunts, Gargoyles and Flyrant will be the first wave. They will rush in to tie up the lead elements of the enemy army for a turn or two and wreak havoc in the lines, most likely hitting combat on turn 2. The second wave will be the Termagants and the Genestealers. The Termagants are to support the Hormagaunts, plugging in any gaps and then expanding the combat front to further limit enemy shooting and movement. The Genestealers are there to start killing off squads. Wave Three will be the Warriors and the Carnifex, if it is needed in Combat. Since they are walking, they probably won't see combat until turn 4. The idea is to have the gaunts of either stripe last just long enough to get the killers into combat. While they move forward, the Carnifex and the Zoanthropes will fire on enemy vehicles. Their goal is to help suppress enemy shooting, then to remove transport vehicles to prevent reinforcements from arriving intact.

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

I've left off the 2+ Save on the Carnifex, because I believe that it isn't really a big targets. In fact, I'd rather they shot at it as opposed to the more killy members of the swarm. With the Warriors providing Synapse, the enemy can't simply cut off the head of this swarm by killing the Tyrant. For more protection, the Warriors and the Zoanthropes will be protected by Synapse, meaning they cannot be instakilled, which should further confuse the enemy's targeting priorities. I left Extended Carapace off of the Genestealers, because they should be getting cover saves from the Hormagaunts and Termagants until they get into combat, at which point they shouldn't need as much in the way of armor. The original version of this list used a walking Tyrant, but it works very well with a Flyrant adding to the Wave 1 punch, putting more pressure on the enemy army early on. In addition, once you get something that nasty into the enemy lines, it really messes up their plans as they try to get rid of it. Some people will suggest that this list is no longer viable due to the Gaunt species taking wounds due to the No Retreat rule. While that is true, the Gaunts don't need to hold forever, they just need to last a few turns while the killers go about their business.

Tweaks
There are a number of ways to tweak this list. The two biggest involve the Hormagaunts and Termagants. Adding biomorphs to the Hormagaunts will give you more damage on the charge. Alternately, you could replace the Hormagaunts with Scuttling Gaunts. These will do less damage, but will be significantly cheaper. Remember, though to use the Scout move, not the Outflanking, since you need the speed for the first wave. The Termagaunts, in turn, could easily be replaced with Spinegaunts to save points or to increase numbers.

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

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

The 3rd Edition Codex put this tactic to rest with Shoot the Big Ones, however, since it ironically would let enemies shoot past my big ones at my Genestealers. Shoot the Big Ones is no more, and Monstrous Creatures don't completely block LOS anymore, but they do a pretty good job.

Note that True Line of Sight will allow the Genestealers to be fired on, but they should be getting 4+ cover saves, which is still pretty significant. In addition, if they are shooting (less effectively due to the cover saves) at the Genestealers, they aren't damaging your Monstrous Creatures, which do quite a bit of damage themselves.

337 Hive Tyrant: BS4, S6, EC, TL-VC

114 Elite Carnifex*
114 Elite Carnifex*
114 Elite Carnifex*

102 6x Genestealer: Feeder Tendrils
102 6x Genestealer: Feeder Tendrils
102 6x Genestealer: Feeder Tendrils
102 6x Genestealer: Feeder Tendrils
102 6x Genestealer: Feeder Tendrils

148 Carnifex: BS3, VC/BS
148 Carnifex: BS3, VC/BS

1485pts total

Tactics
Form a wall with the Monstrous Creatures, then hide the Genestealers behind them. Everything ambles forward in a big, armored wedge. If a Monstrous Creature is killed significantly before you get to the enemy lines, simply move the other MCs closer to make up for it and keep the wall intact. When you get close to the enemy lines, spread the Monstrous Creatures out so the Genestealers can move through and use Fleet to get to the enemy lines and start softening them up for the MCs to hit next turn. The Tyrant isn't nearly as important in this list as it is in most Tyranid lists. Nothing in the list really requires Synapse, so he's just a pretty decent gun. You may decide you want more protection for your Monstrous Creatures, but remember that they are already pretty tough, and the more points you spend on them, the less points you have for Genestealers. (More missile, less payload.) Also remember that you can upgrade the protection for the Heavy Carnifi, but you can't improve the protection on the Elite Carnifi.

This plays a little bit differently than the standard Godzilla list, since it has a payload of Genestealers. Most Godzilla lists don't have much assault capability, whereas 30 Genestealers gives this one a fairly potent one. In addition, most Godzilla lists spread out and try to stay away from the enemy, while this one stays in a tight wedge until it releases the Genestealers.

*One of the interesting things about this list is how it changes depending on how you arm (quite literally!) the Elite Carnifi. If you equip them with BS3 and 2 sets of TL-Devourers (making them into Devilfexes), you have a potent shooting group. Each one will take down nearly 2 SM equivalents per turn at 24" range (including their 6" movement.) On the other hand, you can make them into Boomfexes by giving them each a Scything Talon and a Barbed Strangler. With a 5" template, the BS3 vs BS2 doesn't make much difference. 3 S8 pie-plates per turn at 30 inch range (again, including 6" movement) let's them start shooting and doing damage a little earlier and they don't have to close as much. If this gives you enough firepower to outshoot them, you can even stay back and make them come to you. The final variation is to use Ninjafexes. WS4, 2xST, Toxic Miasma, Flesh Hooks. This is brutal, smashmouth Carnifex style for you. 5 S9 MC attacks on the charge, hitting WS4 opponents on 3s.

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

182 Tyrant Wings, 2xST, WS6, S6

100 20x Spinegaunts
100 20x Spinegaunts
100 20x Spinegaunts
100 20x Spinegaunts

240 6x Raveners RC/ST
240 6x Raveners RC/ST
240 6x Raveners RC/ST

195 3x Zoanthrope Blast/Synapse

1497pts total

Tactics
The gaunts are there to totally tie up the enemy army. They hit and spread their attacks, attempting to gum up as much of the enemy army as possible, while the Zoanthropes keep them in place. It takes a fair amount of hacking to get through 80 Spinegaunts, even with No Retreat Wounds and that's what you are counting on. While they are doing that, the Zoanthropes are gunning down vehicles, particularly transports. The less mobility the enemy has, the better off this list will be. The Zoanthropes will want to move up just enough to make sure that the Gaunts stay where you put them and they can hit enemy vehicles.

When the Hive Tyrant and the Raveners show up, put them where you can protect them from enemy fire on that fist turn (as Deep Strikers cannot assault on the turn they arrive.) In addition, make certain that they all go in the same area. If you separate them, they will likely die unsupported. If they are together, they can put out a whopping amount of damage. If there are any unengaged enemy, start by killing them, and remember that the Flyrant can do a great deal of damage to vehicles if necessary.

Even if you feel that each separate unit doesn't need support to kill the enemy units (each Ravener brood and the Flyrant should deal 4 dead Space Marines on the charge,) keep them close together. Since we can no longer consolidate from one combat to the next, the way to keep safe is to engage as many nearby units at the same time as possible. If the opponent has 10 units and 4 of them are tied up with Spinegaunts and another 4 are charged by your Ravener broods or your Flyrant, there are only 2 units left that will be able to shoot at you when you get out of the combat.

Tweaks
One option for tweaking this army would be to replace the Raveners with Scuttling Genestealers with Feeder Tendrils. To fit these in, you'd have to put the Spinegaunts in larger groups. Consider 3x27 Spinegaunts and 2x10 + 1x9 Genestealers: Feeder Tendrils, Scything Talons, Toxin Sacs. These are really expensive, but if even a few of them hit combat, they will do massive amounts of damage. (I wouldn't normally recommend upgrading them this far, especially without Carapace, but in this case, they should have cover saves all the way to combat.)

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

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