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==Why Play Tyranids== ===Pros=== * <span style="color:purple">'''OMNOMNOMNOMNOMNOMNOM'''</span> * Because you want to play an army that can horde like Imperial Guard and fuck up tanks with insectoid mini-Godzillas. * Your melee specialist units move like cheetahs on crystal meth. * A Wal-Mart-sized car park of crazy monsters to "play around" with. * An insane amount of customization that can rival Chaos. Some units like Warriors and Carnifexes can fill entirely different roles depending on which weapons you give them, and the 8E Codex has given them a bunch of their old 4th edition wargear back. Blood of Baal expanded this even further with the ability to make your own Hive Fleet Adaptations and the introduction of Adaptive Physiology. * Multiple delivery options for putting units on the battlefield where they need to be: Lictors, Raveners, Spores, Mawlocs and units in Trygon Tunnel or Tyrannocyte can all be placed outside of your deployment zone. * So many Assault weapons holy shit. * Synapse gives you the staying power other horde armies only dream of. * One of the most strategically flexible armies in the game. Gunline? Melee? Deep-Strike heavy? Alpha-Strikes? Tyranids have a way of fulfilling all of this and more! ===Cons=== * A gunline ''is'' viable, but you'll probably have to get close, making you more vulnerable to Rapid Fire * Poor AP on average is a considerable issue when you're fighting armies with good armor saves (e.g. Space Marines). * Most tyranid armies, especially Hive Fleet Hydra, need lots of bodies to function effectively. This can make the army one of the more expensive to assemble, paint, and transport. * Your characters and venomthropes in the role of being a buff stick work only for strain-specific units, instead of across multiple spectra of units. * Very few good allrounders. While beeing flexible on what kind of army to build, you aren't that flexible on the battlefield. * Your melee, while highly damaging, is relatively low in Strength. * No standard movement speed for your army. * Your Characters are rather expensive. That means it's hard to get command points with pure Tyranids. * Painting your bugs can be an exercise in monotony (like most other horde armies.) * While 'nids can spam wounds and models like the best of them, there is a general lack of solid armor. 3+ saves are rare (there are no 2+s in a normal way), and heavy bolters/autocannons can eat up your standard 4+, 5+ and 6+ saves. Have faith in wonky psychic invuln saves on your big nasties when your opponent aims 10 lascannons at them. * As of early 2020, if you're not Space Marines, Eldar, Chaos, or Tau, then you're already behind the competitive power curve. **Nids especially were up shit creek without a paddle for a good while. But thanks to some useful new stuff in Psychic Awakening: Blood of Baal, and recent nerfs to the Space Marine big codex/supplements, we've finally begun to CLAW (yup, I said it...) our way back up the ladder?
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