Warhammer 40,000/10th Edition Tactics/Tyranids
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This is the current 10th Edition's Tyranids tactics. 9th Edition Tactics are here.
Why Play Tyranids
Faction Rules
- Synapse: While a unit is within 6" of one or more Synapse models, it's whitin range of said Synapse. Each time it takes a Battle-shock test, use 3D6 instead of 2D6.
- Shadow in the Warp: Once per battle, during either player's Command Phase, if one or more units with this ability are on the battlefield, each enemy unit must take a Battle-shock test.
Detachments
Invasion Fleet
Special Rules
- Hyper-Adaptations: Gives you one of three buffs you can pick between for the entire game.
- Swarming Instincts: Any attacks against enemy Infantry and Swarm units gain Sustained Hits 1.
- Hyper-Aggression: Any attacks against enemy Vehicle and Monster units gain Lethal Hits.
- Hive Predators: Any attacks against enemy Character units gain Precision.
Stratagems
- Endless Swarm (1CP): A stratagem that is activated on your Command Phase. Two units with the Endless Multitude keyword that are within your Synapse Range, can have up to D3+3 destroyed models returned for each one selected.
Equipment & Weapons
Highlighting changes from 9th to 10th editions in parenthesis. Blue means improvement and Orange means degradation. Remember a +AP is a degradation.
Melee Weapons
- Bone sabres: [TWIN-LINKED] | A8 | WS2+ | S9 | AP-2 (+2) | D3. Potentially not fare as well against vehicles with their adjustments to Toughness.
- Genestealer claws and talons: A4 | WS2+ | S4 | AP-2 (+1) | D1. Vanguard Preadator may offset.
- Screamer-killer talons: A10 | WS3+ | S10 (+4) | AP-2 (+1) | D3.
- Xenos claws and teeth: A1 | WS4+ | S3 | AP0 | D1.
Ranged Weapons
- Bio-plasmic scream: [ASSAULT, BLAST] | 18" | AD6+3 (+3) | BS4+ | S8 AP-2 (+2) | D1.
- Fleshborer: [ASSAULT] | 18" | A1 | BS4+ | S5 | AP0 | D1.
- Rupture cannon: [HEAVY] | 48" | A2 (-1) | BS3+ | S18 (+4) | AP-4 | D2D6 (Increase in damage variability from 5-10 to 2-12).
- Termagant devourer: 18" | A2 | BS4+ | S4 | AP0 | D1.
- Termagant spinefists: [ASSAULT, PISTOL, TWIN-LINKED] | 12" | A2 | BS4+ | S3 | AP0 | D1.
Psychic Weapons
- Synaptic pulse: [PSYCHIC, TORRENT] | 18" | AD6+3 | S5 | AP-1 | D2.
Unit Analysis
Characters
- Tyranid Prime:
- Neurotyrant:
Epic Heroes
- The Swarmlord: A bit shifted defensively, losing wounds (W13>W10) but making it up with increased Toughness (T8>T10) and no longer having a damage track. Its Boneswords remain pretty potent at WS2+ S9 D3, but the loss of AP to AP-2 does severely affect its effectiveness against tanks. Its psychic power also took a blow from the loss of tables, as its lone power is also its only ranged attack, an 18" Torrent d6+3 S5 AP-1 D2, making it capable of melting marines if nothing else.
- Though not nearly the psychic powerhouse, Swarmy is more of a tactical one. Aside from its expanded 9" Synapse bubble, it also gives you 1 CP each turn and gives you the 1/game ability to make one strat your opponent uses cost 1 CP more for the rest of the game.
Core
- Von Ryan's Leapers:
Infantry
- Termagants: Stats remain the same, with an OC of 2 and increased Ld to 8+. Like in past editions, they can be equipped with one of three different ranged weapons (Fleshborer by default, with Spinefists and Devourers for the other options).
- Neurogaunts:
- Barbgaunts:
- Genestealers: Got a bit of a buff by gaining an extra wound in exchange for making its Invuln save a fixed 5+. Sadly, while its WS got boosted to 2+ for its claws with re-rolls of 1 to wound, the AP for those claws got busted down to a -2, making it a touch less effective against Terminators. Instead, they rely upon rushing to objectives with their Scouts 8" rule and the ability to re-roll all wound rolls if they're near an objective.
Monsters
- Screamer-Killer:
- Psychovore:
Dedicated Transports
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