Augur probe is good for detecting enemies so you can shoot them (especially important against Aeldari ESPECIALLY if you did not bring a ship capable of launching fighters to scout). For the other skills, either the Supercharged Void Shield equivalent or the Augur Probe equivalent for Tyranids. However, I argue that Pyro-Acid is generally better, and I'll explain why later.Īlways choose Spore Field first, and if the best admiral you can recruit has a different first skill, make sure you choose Spore Field for the 2nd slot. So 4-5 Hiveships with the forward firing Heavy Bioplasma cannons, in Tracking Sense Stance and with the upgrade that gives Bioplasma weapons +4500 range and the upgrade that cuts firing time in half, can destroy a ship quickly even with its shields up the entire time. Pyro-Acid Weapons are like Macro Weapons, rounds that fly toward the target damaging shields first then hull, and can miss.īioplasma Weapons are like Lances EXCEPT that they ignore shields. You will make sure your ships are set to fire forward the majority of the time. Ignore - you will not use these, as they are meant for getting close and biting the enemy Worth the few extra points when able to fit into battle build.īio Infestation Razorfiend - has fighters to scout with This guide will show you how to unlock the ridiculous shooting power the Tyranids secretly possess.Ĭorrosive Vanguard - has skill that allows your ships to focus fire on 1 target rather than whatever is closest. Tyranids are ironically terrible at ramming as they suffer too much damage, and they are squishy and slow and therefore will suffer heavy casualties when trying to run down enemy ships, and their terrible income potential makes too many losses unsustainable. Many things might lead you to believe that the Tyranids are meant to get close and munch on the enemy, or launch unending waves of boarding actions, but these are subpar strategies for you the player, and playing this way will make the campaign a lot more painful.
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