Tyranid Army Lists in 5th Edition, part three
This is the third in a series of articles discussing some of the variety of options that the Tyranids have available in 5th edition. You can find the first one here. These are based on lists that were previously competitive and I'll point out if they still are, 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, Ninja 'nids...

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Ninja 'nids

The Ninja ‘Nid concept is an army that is hard to come to grips with, then strikes like lightning! Think of a swarm creeping through the jungle, then suddenly pouncing on it's prey. The original concept used well-hidden Rippers and a Broodlord to hide in the beginning. The rest of the army would be actually waiting in the wings (Reserve and Deepstrike.) Suddenly, the Lictors and Raveners would show up, the Rippers would leap forward to tie up the enemy firebase and the game would be on. While you could still use that approximate list, the new reserves rules allow more things to be placed in reserve and I think this list will be stronger and better follow the concept of a surprise assault...

96 Broodlord S6, Feeder Tendrils, Flesh Hooks, Extended Carapace
102 6x Genestealer Retinue Flesh Hooks

240 3xLictor

140 7x Genestealer Feeder Tendrils, Scuttlers
140 7x Genestealer Feeder Tendrils, Scuttlers
140 7x Genestealer Feeder Tendrils, Scuttlers
140 7x Genestealer Feeder Tendrils, Scuttlers
140 7x Genestealer Feeder Tendrils, Scuttlers
160 8x Genestealer Feeder Tendrils, Scuttlers

195 3x Zoanthrope Warp each with Blast/Synapse
1493pts total

Tactics
Unlike Shock and Awe, this army lists revolves around giving the opponent _nothing_ to shoot at in the beginning. It also shares a fair amount of similarity with the Genestealer list. The main difference is that this list is designed to all hit at once, even the antitank. Start by putting the entire army in reserve. When rolling for reserves, roll for the Lictors first. If they don't come in, use their rerolls to keep units from coming out that turn. If they do come in, then use their rerolls to get as much of the rest of the army out that turn. This way almost all of the army appears at once. Keep the Lictors together so that they don't get ganged-up on. The Lictors and Broodlord/Retinue are set up to handle units in cover. The Lictors and Broodlord are also capable of handling high-AV vehicles, while the Zoanthropes handle the ones that they can't catch.

Tweaks
An alternate possibility to the Broodlord would be a Flying combat Tyrant. Either start the Tyrant behind cover, then fly him up when the main army makes it's entrance, or put him in reserves and deepstrike, possibly behind the enemy army or behind some of your broods for cover.

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One version of my Lightning army saw combat in a Seattle GT. The ones in Red and Black on the Right. Part of Hive Fleet Geek. That's about 23000pts of Tyranids there!

Lightning

Lightning is an army concept based around some of my first Tyranid lists under the 3rd-edition codex. I had a very fast assault army based around tooled-up leaping Gaunts and a Flying Tyrant or two. When I realized that my Genestealer broods were sometimes entirely missing the fight, I started experimenting with even more powerful Leaping Gaunts, figuring the speed would make up for a bit of power. They were moderately successful, but not so much that I totally went for it. Although there is no longer the possibility of Bioplasma on leaping Gaunts, WS5 S4 I5 does get pretty effective, and with the larger engagement area given by leaping, big broods work quite well. The Lightning army is based around the second turn assault.

200 Flying Tyrant 2xScything Talons Adrenal Glands (WS) Toxin Sacs, Toxic Miasma, Implant Attack

192 4x Tyranid Warriors WS5, S5, I5, 4+Sv, Rending/Scything, Leaping, Flesh hooks, Bioplasma.
192 4x Tyranid Warriors WS5, S5, I5, 4+Sv, Rending/Scything, Leaping, Flesh hooks, Bioplasma.

238 17xHormagaunt WS5, S4, I5
252 18xHormagaunt WS5, S4, I5
252 18xHormagaunt WS5, S4, I5

163 Carnifex BS3 TLVC
1489pts total

Tactics
With 53 Super Hormagaunts, 8 Leaping Warriors and a Flying Tyrant all hitting combat on turn 2, the opponent won’t have time to bleed. A full brood of those Hormagaunts should tear down 6 Space Marines on the charge, before they can strike back. Slam them fast with everything you’ve got. Try to jam it all into one area, with the following units spreading the combat wider as the initial units penetrate into the center and rear of the enemy army. The Carnifex and Flying Tyrant will deal with any vehicles that can hurt the army during the 2 turns that it's vulnerable to enemy shooting.

Tweaks
You may not need as much Synapse coverage, so you could replace some of the Warriors with something else, perhaps even more Horms. On the other talon, you might consider replacing them with a Hive Tyrant and Guards, using Run to keep close to the Hormagaunts. They should be able to hit combat on turn 3, just behind the rest.

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Family portrait, courtesy of Games Workshop

Genestealer Cult
There used to be a list based around the idea of a Genestealer Cult, with various Tanks and soldiers and mobs of cultists and Hybrids and Purestrains, plus the Magus and the Patriarch and the like. Since 3rd edition, several unofficial lists have been made for the cult, but they were, well, unofficial. There is no current official list, but many of the units can be represented in the new Tyranid Codex.

96 Patriarch (Broodlord S6, 3+Sv, Feeder Tendrils, Flesh Hooks)
240 10x Purestrain Genestealers (Genestealers Extended Carapace, Scything Talons, Toxin Sacs)

170 10x First Generation Hybrid Neophytes (Genestealers Feeder Tendrils)
170 10x First Generation Hybrid Neophytes (Genestealers Feeder Tendrils)
170 10x First Generation Hybrid Neophytes (Genestealers Feeder Tendrils)
100 20x Armed Third and Fourth Generation Hybrid Acolytes (Gaunt Spinefists)
100 20x Armed Third and Fourth Generation Hybrid Acolytes (Gaunt Spinefists)
100 20x Armed Third and Fourth Generation Hybrid Acolytes (Gaunt Spinefists)

195 3x Genestealer Magus (Zoanthropes Synapse/Blast)
148 Appropriated Cult Tank (Carnifex Enhanced Senses VC/BS)
1489pts total

Some explanations may be in order if you aren’t familiar with Genestealer Cults. Genestealers infect members of the populace and even implant them so that they bear Genestealer Hybrid offspring. The first Generation Hybrids still appear much like regular Genestealers, but the second Generation starts looking a bit more like the host species, just with an extra arm or two. The 3rd Generation looks mostly like the host species, but still has a bulbous head or the occasional extra arm or anger management issues. The fourth Generation Hybrids are almost indistinguishable from the locals. After the fourth Generation, however, the Genestealer Genes reassert themselves and produce Purestrain Genestealers. Being the image of the “All-Father,” these Purestrains are treated like gods and given the best of everything, but they maintain their instincts and status as Apex Predators, the best hunters and killers around.

Not all members of the cult are Hybrids or Genestealers, of course. There are also the Brood Brothers. These are the locals that have come under the sway of the Cult, often being implanted to keep them permanently loyal to the Cult. These, along with the later Generations of Hybrids, are the ones that infiltrate society at all levels, gaining more followers and learning the secrets of the society. They are also recruited from the local military, and can sometimes ‘liberate’ heavy weapons or even light assault vehicles or tanks for the cult to use, or may rise up against their comrades in arms when the day finally comes for revolution.

Cults also heavily recruit Psykers into their number, adding their potent genetic potential to the Cult. Hybrids born with developed Psychic powers become Magi, spiritual leaders and powerful presences in the Cult. Finally, above all others, is the Patriarch himself. An ancient Genestealer or Hybrid, often the Cult founder.

Tactics
Okay, you say, that’s all well and good, but what does it all mean? Well, the Armed Third and Fourth Generation Acolytes charge headlong at the enemy, then rush in and tie them up. They can shoot, too, but that’s mostly beside the point. They are there to die so that the First Generations and Purestrains can get into combat and tear things up. The Patriarch and Magi should keep them inside Synapse range, so they won’t break, no matter how many die. The First Generations, as well as the Purestrains and the Patriarch will form a spearhead into the heart of the enemy army and should shred units quickly. The Magi and the Appropriated Tank will take down enemy vehicles or simply throw their shots against any unengaged enemy units. Long Live the Four-Armed All-Father!

Tweaks
You could easily drop the numbers in the Retinue and reinforce the numbers in the Troop broods. You could also improve some of the shootiness of the list by adding some shooty Warriors as either Brood Brother Heavy Weapons Teams or Cult Attack vehicles. (Drive by!) Another option would be to go heavy on the Appropriated vehicles (Carnifi and such) with lots of shooting. You might be able to get enough shooting to force many armies to come to you. (That's a refreshing change for a Tyranid list!)

Wrap Up
So, there you have the third installment of 5th Edition 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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