Dakkapedia

How to play Tyranids

The galaxy-devouring Hive Mind swarm: a flexible bioform toolbox buildable as cheap chaff, mid-tier Warrior walls, or stompy bio-monsters. Wins by trading numbers and Battle-shock pressure for board control and grinding melee.

Army rule: Two linked rules: Synapse, where units near a Synapse model roll Battle-shock on 3D6 and (in 11th) reportedly gain +1 Strength in melee, so keep anchors central; and Shadow in the Warp, a once-per-game forced Battle-shock on every enemy unit, timed to wreck a scoring turn since Battle-shocked units have OC 0 and lose most Stratagems.

Strengths

  • Exceptional flexibility; multiple viable, distinct detachments to tune to the meta
  • Best-in-game Battle-shock tools, amplified by stickier 11th Battle-shock
  • Improved melee via +1 S and buff-leaders, plus better core durability on Warriors/Primes

Weaknesses

  • Dedicated ranged anti-tank is a soft spot, leaning on Zoanthropes
  • Hurt by Anti-Psyker tech keyed off the character and monster roster
  • Cheap bodies remain fragile, and the cover change removed a crutch

Signature combos

Gameplan

Pick the detachment to match the plan, use synapse to keep a resilient hard-hitting line, and feed cheap units onto objectives. Win primary on board presence and Battle-shock, dropping Shadow in the Warp on the turn it most disrupts enemy scoring, then grind melee where +1 S and numbers favor you.

Playing against Tyranids

Keep units at full Starting Strength and high Leadership and don't cluster so you pass Battle-shock, bring durability and invulns to melee while trading into chaff efficiently, and save scoring-dependent plays for turns they can't drop Shadow in the Warp.

Next steps

Browse all Tyranids datasheets → · What to buy → · General tactics →