Experimentation with the Tyranid list continues and I’ve been playing around with the various HQ choices and here is what I have discovered…
From a pure tournament perspective I would just slap down a prime and call it a day. Use him to boost the shooting and close combat ability of warriors and you are set. But are things that simple.
Basically you have two types of HQ choices- monstrous creatures and smaller IC’s that join units. Hive Tyrants and Tervigons vs. Primes and the Parasite. Right away we knock out the Tervigon- why would you take him as an HQ when you can have him as a troop choice- a six wound MC parking on objectives, which leaves Hive Tyrants. Tyrants are offensive beasties either running up the table with guard or wings. They can do some shooting, do some assaulting, and boost the rest of your army with hive commander, old adversary, etc. Here is what real experimentation on the table vs. 5th edition armies (read IG parking lot and razorspam) has shown me.
A naked Tyrant running up the table will never work. He will bite the dust no matter how clever your cover saves, of which players will argue to no end that your beastie will not get a cover save because of x, y, z. Flush those points down the toilet. You will need guard and plan on stacking three. You can get away with two, but three is best in both taking losses and not having to stack the wounds on your tyrant. With the mixing of models this is also the only reliable way to get cover saves for the Tyrant outside of venomthropes- any you want that 4+. Even with venoms that 5+ is only a backup when you can’t get the 4+. Side post on venoms coming up soon, including lash whip abuse to take down emo space vampires like Mepheston by tag teaming him with lash whips and other kill to take him out before he hits back, but I’m getting off topic…
Regarding Swarmlord vs. a generic Tyrant, depends on your taste, but if you are running a null deployment list you want him. You need that deathstar unit and core troops to move as a block forward. Swarmy also gives you the +1 like hive commander, but allows you to re-roll the outflank sides- KEY. His buffs also save you some points if you are running hormagaunts – you can give them furious charge so they can at least glance light vehicles without the upgrades. If you are going with super gaunts- poison and adrenals Swarmy is also the bug to take since he can bestow preferred enemy outside of old adversary range. Don’t laugh either- a variant list I run has four groups is 20 h-gaunts with furious charge and poison- anything that gets out of their box dies.
Upgrades to the regular tyrant- scything talons x2 since he wants to get into the assault, needs to “run” in the shooting phase to keep up with the swarm and synapse so what exactly are you going to shoot? Add adrenal glands and you are S7 rerolling all hits- especially useful against vehicles.

On the other side we have the winged Tyrant which takes a lot of finesse to work, while packing his own surprise. Wings, adrenal, and old adversary as part of a core of fast moving bugs heading right at your opponent. You are going to need a mobile screen for him- I use shrikes since I can get rending claws on them, but gargoyles can work also. Move him 12”, run 6”, push forward as fast as you can. When you hit your opponent’s core he assaults, but also acts as the OA center so all your other fast moving bugs now in assault have preferred enemy. The only other thing key here is that you have other elements in your list to take the heat off the Tyrant- things that your opponent has to shoot at even if they know they should be shooting at the Tyrant. Keep in mind that against some list even with a distraction element you won’t be able to repel fire of that magnitude and the Tyrant will go down.
Then we have primes and the Parasite…

For the most part the prime, as mentioned, is the tournament favorite, cheap, fills out the slot so you can spend the points on other must-haves for Tyranids. He tends to operate as a wound magnet as needed. Need to keep that hive guard up- attach a prime! Carnifex brood running forward- attach a prime! And you get synapse as a bonus. Parasite also offers a bit of this and more, but has that random element which is often frowned upon by serious players- but we are going to get to him next. So after some wheeling and dealing I’ve got even more Tyranids to add to the brood taking over Brother Captain James’ bugs for a bit, of which among other things I’ve got a Tervigon being built in the process (pics to come) and have to paint and base around forty more gaunts. Along with all the bitz and sprues there was this little gem from when BC and I were testing out the Parasite. OOP warrior head, ravener body, and OOP warrior rending claws do a Parasite make- this along with the sixty built and primed ripper bases also sitting in a shoebox.

Throw in a few more games and I’m adding this guy to my list as my stock HQ choice, despite coming in just shy of a base Tyrant. Why? He can join units as needed to take wounds if he has to (although not optimal), wings means he can move 12” which messes up distance and timing, especially if he is attached to a slow moving unit and breaks out. More synapse, but the real reason is for spawning the rippers. On the opposite end of my Null Deployment list, I’m now really thinking about a spawn based list. Tyranids expend bodies to win the mission, and against certain armies you tend to run out of steam towards the end game, so why not spawn more beasties? With the Parasite I can at worst threaten vehicles, and against Space Marines I can (and have) started spawning rippers at a frightening rate. What I have found out so far, and it is still a WIP, is that you have to be aggressive with the Parasite to get him up there, along with other elements to be assaulting on turn two if possible, turn three at the most. You also need to target “soft” units like min/max tactical marines, T3 models, etc. Forget about trying to spawn from assault terminators and the like, and then there is the sarge is acting strangely rule- which you will forget 99% of the time but every now and then catch something- like a space marine bike command squad outflanking from a recent game and losing one of the models to the Parasite- sorry guys no FNP from the APOC no matter how you try and spin the rules. Plus, you guys know me, anything that can mess with the game and create something out of nothing begs to be played!
Who out there is running the Parasite? Fritz wan't to hear from you! Delviery system? Max rippers spawned in a game- in test/fun games ~50 seems to be the magic number. Other HQ choices agree? Primes?
From a pure tournament perspective I would just slap down a prime and call it a day. Use him to boost the shooting and close combat ability of warriors and you are set. But are things that simple.
Basically you have two types of HQ choices- monstrous creatures and smaller IC’s that join units. Hive Tyrants and Tervigons vs. Primes and the Parasite. Right away we knock out the Tervigon- why would you take him as an HQ when you can have him as a troop choice- a six wound MC parking on objectives, which leaves Hive Tyrants. Tyrants are offensive beasties either running up the table with guard or wings. They can do some shooting, do some assaulting, and boost the rest of your army with hive commander, old adversary, etc. Here is what real experimentation on the table vs. 5th edition armies (read IG parking lot and razorspam) has shown me.
A naked Tyrant running up the table will never work. He will bite the dust no matter how clever your cover saves, of which players will argue to no end that your beastie will not get a cover save because of x, y, z. Flush those points down the toilet. You will need guard and plan on stacking three. You can get away with two, but three is best in both taking losses and not having to stack the wounds on your tyrant. With the mixing of models this is also the only reliable way to get cover saves for the Tyrant outside of venomthropes- any you want that 4+. Even with venoms that 5+ is only a backup when you can’t get the 4+. Side post on venoms coming up soon, including lash whip abuse to take down emo space vampires like Mepheston by tag teaming him with lash whips and other kill to take him out before he hits back, but I’m getting off topic…
Regarding Swarmlord vs. a generic Tyrant, depends on your taste, but if you are running a null deployment list you want him. You need that deathstar unit and core troops to move as a block forward. Swarmy also gives you the +1 like hive commander, but allows you to re-roll the outflank sides- KEY. His buffs also save you some points if you are running hormagaunts – you can give them furious charge so they can at least glance light vehicles without the upgrades. If you are going with super gaunts- poison and adrenals Swarmy is also the bug to take since he can bestow preferred enemy outside of old adversary range. Don’t laugh either- a variant list I run has four groups is 20 h-gaunts with furious charge and poison- anything that gets out of their box dies.
Upgrades to the regular tyrant- scything talons x2 since he wants to get into the assault, needs to “run” in the shooting phase to keep up with the swarm and synapse so what exactly are you going to shoot? Add adrenal glands and you are S7 rerolling all hits- especially useful against vehicles.
On the other side we have the winged Tyrant which takes a lot of finesse to work, while packing his own surprise. Wings, adrenal, and old adversary as part of a core of fast moving bugs heading right at your opponent. You are going to need a mobile screen for him- I use shrikes since I can get rending claws on them, but gargoyles can work also. Move him 12”, run 6”, push forward as fast as you can. When you hit your opponent’s core he assaults, but also acts as the OA center so all your other fast moving bugs now in assault have preferred enemy. The only other thing key here is that you have other elements in your list to take the heat off the Tyrant- things that your opponent has to shoot at even if they know they should be shooting at the Tyrant. Keep in mind that against some list even with a distraction element you won’t be able to repel fire of that magnitude and the Tyrant will go down.
Then we have primes and the Parasite…
For the most part the prime, as mentioned, is the tournament favorite, cheap, fills out the slot so you can spend the points on other must-haves for Tyranids. He tends to operate as a wound magnet as needed. Need to keep that hive guard up- attach a prime! Carnifex brood running forward- attach a prime! And you get synapse as a bonus. Parasite also offers a bit of this and more, but has that random element which is often frowned upon by serious players- but we are going to get to him next. So after some wheeling and dealing I’ve got even more Tyranids to add to the brood taking over Brother Captain James’ bugs for a bit, of which among other things I’ve got a Tervigon being built in the process (pics to come) and have to paint and base around forty more gaunts. Along with all the bitz and sprues there was this little gem from when BC and I were testing out the Parasite. OOP warrior head, ravener body, and OOP warrior rending claws do a Parasite make- this along with the sixty built and primed ripper bases also sitting in a shoebox.
Throw in a few more games and I’m adding this guy to my list as my stock HQ choice, despite coming in just shy of a base Tyrant. Why? He can join units as needed to take wounds if he has to (although not optimal), wings means he can move 12” which messes up distance and timing, especially if he is attached to a slow moving unit and breaks out. More synapse, but the real reason is for spawning the rippers. On the opposite end of my Null Deployment list, I’m now really thinking about a spawn based list. Tyranids expend bodies to win the mission, and against certain armies you tend to run out of steam towards the end game, so why not spawn more beasties? With the Parasite I can at worst threaten vehicles, and against Space Marines I can (and have) started spawning rippers at a frightening rate. What I have found out so far, and it is still a WIP, is that you have to be aggressive with the Parasite to get him up there, along with other elements to be assaulting on turn two if possible, turn three at the most. You also need to target “soft” units like min/max tactical marines, T3 models, etc. Forget about trying to spawn from assault terminators and the like, and then there is the sarge is acting strangely rule- which you will forget 99% of the time but every now and then catch something- like a space marine bike command squad outflanking from a recent game and losing one of the models to the Parasite- sorry guys no FNP from the APOC no matter how you try and spin the rules. Plus, you guys know me, anything that can mess with the game and create something out of nothing begs to be played!
Who out there is running the Parasite? Fritz wan't to hear from you! Delviery system? Max rippers spawned in a game- in test/fun games ~50 seems to be the magic number. Other HQ choices agree? Primes?













