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===Why Play Tyranids=== *'''Pros''' **Flexible army composition, with 8 unit types where other factions have only 2 choices. If you want to fill the table with a tide of unbreakable critters or 10 ft tall alien aberrations, you are in the right place. ***Genestealers can also be used for GSC, so you can have two factions without having to spend that much. **Your models have a lot of attacks. Once you get into a fight, you can often take out more than 1 enemy unit in the fight phase. **Despite having low armor saves, you have a lot of wounds. 3 wounds on warriors, Raveners, Guards & 4 wounds on lictors! **While not psykers themselves, Tyranids have psychic protection, so they debuff the very skill other elite factions pay a premium to get. **You can run four lictors and reenact the movie Alien while scaring the shit out of your friends. **You can run all Genestealers and play Space Hulk. **You move faster than almost any other team, and with some units, almost clear the entire board on turn 1. *'''Cons''' **Stronger units get really expensive really fast. **Heavy hitting Tyrant Guard are expensive and hard to cover, and can die easy to focused fire. **Small critters are hard to deal with but rather ineffective at actually hurting the enemy if he doesn't allow you to surround his models. **Genestealers, and Raveners, while fast as fuck and relatively hurty, are quite squishy and expensive. **Most of your units have a low armor save. **Most of your weapons have low AP. **If the enemy manages to put out your synapse, you are in for a brief but painful couple of minutes. **Your army is comprised of mostly big monsters, with lots of sticky outty parts. They are hard to keep in cover, and reliably get shot to pieces before they can fight.
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