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Warhammer 40,000/8th Edition Tactics/Tyranids
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===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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