Ive had a crack at a Tyranid faction.
I made a strategy guide along the lines of the other strategy guides at board game geek.
It has all the bits for print and play
https://boardgamegee...372766#22372766 << nid rules and guide, including card images
https://docs.google.com/document/d/1uN6glmBC9xQv3RcqyHdxVpKQMnpbHJW-Cp8zm16exlI/edit?usp=sharing << MOST UP TO DATE RULE DOCO
TYRANID FACTION
STRATEGY : Capillary towers let them recycle ground units and structures into fleets, move somewhere else and then vomit units back down with orbital bombardments, mycetic spores and hive ship factories. The ability to raise an extra resource token through domination also eases the tyranids need to hold large land areas.
Because their ground forces are so vulnerable in small numbers and to orbital bombardment, they might work best when clumped together in just one or two sectors and slowly move en-masse gathering objectives and perhaps not bothering to have any factories on the ground at all. It would be awesome if it worked that way in practice. Play to their strengths and build a hive ship ASAP. Defend by attacking with it. Their home is in space - planets are just food.
TACTICS : Their primary characteristic is a preference for attack and very little defence and a fanatical tenacity/morale, which means you cannot afford to wait them out - they will keep coming until they are destroyed or you run away/die. But they are susceptible to being shot to pieces because they dont generate much defence from cards except by sacrificing units. They have almost no morale generating ability - their main moral source being embodied in unrouted troops. Rally ability is OK (synapse creatures), but not of much value to their fragile infantry.
Overall, they are the most fragile race on the ground, so need their ability to pump up numbers and throw heaps of troops into every battle, and their attack/defence profile means all battles will tend to the bloody on both sides. Bastions (vast tunnel networks) will greatly help to defend crucial planets and objective tokens.
CL0 - (6) gaunts ................. [1] <1> \3/ fragile but incredibly tenacious.
CL0 - (6) devourer cruisers . [1] <2> \3/ exist to protect hive ships
CL1 - (6) tyranid warriors ... [3] <2> \3/ more effective version of the light units
CL2 - (3) carnifex ............... [4] <3> \3/ the damage soaks of the land forces
CL2 - (3) hive ship .............. [3] <6> \4/ huuge! can be upgraded to mobile factory!
CL3 - (3) bio titan ............... [5] <4> \3/ toughest ‘nid land unit available
DOMINATE ABILITY: Gain 1 extra resource token of any type in addition to whatever other resource tokens are acquired.
STARTING TROOPS: (best to use Eldar figures)
2 devourer cruisers
3 gaunts
1 warrior
1 factory
6 materials
Edited by stevenmathers