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===Cons=== *You can't change your adaptive trait after you see your opponent's army, you have to do it beforehand. *You can only make use of Synaptic Imperatives if you're warlord is alive and on the battlefield at the start of the battle round. A big blow to Hive Tyrants, who has to be the warlord if taken. *You are CP <span style='color:purple;font-size:100%'>Hungry</span> and unlike other factions, your "regain CP" mechanic is locked behind Kraken, or with a specific Secondary Objective. *Your genestealers are objectively worse than the GSC equivalents while also more expensive. *Despite being an army that heavily relies on the psychic phase, you only have one discipline to draw from. Unless you are using the Crusher Stampede army of renown, which is no longer legal. *The Crusher Stampede and Hive Fleet Leviathan supplements are not legal to play with the release of our new codex. This is a boon for game balance overall, as the Tyranids codex is pretty strong as is, but still a nerf. *Your entire army is dependent on once-per-turn buffs on a single unit. No constantly-on auras, this limits you to constantly needing to focus on what units need your boosts the most, to say nothing about the synaptic imperatives. *Like many Xenos factions, GW struggle to balance Nids, and so you army will frequently go from a high competitive extreme, to being hamstrung by nerfs and put into a dumpster. Nids are still fun to play even when they're less competitive, but don't expect strong combos to last forever as they will change frequently...which is kind of lore friendly for Nids in a way.
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