TOURNAMENT FORCE 1
Force Size:  750

    This army was for the first Tournament held in my city.  They started small for this year.  A paltry 750 points.  I was eliminated in the semi-finals.  I had had two flush victories and two defeats.  My two defeats were to the two player that went on after me.  One of them won the tournament with his Dark Angel army.  The Carnifex proved very useful, especially when it took down that Leman Russ Tank.  I needed more screening forces though.  My lack of models really crippled my force.  The Lictor, a unit I usually had problems with, proved very useful in the first two victories.  I took down a Space Wolf army first and then wiped the floor with some ill-equipped Dark Eldar.  Then the Dark Angels taught me a lesson.  The final elimination came from the Imperial Guard.
 
TYPE UNIT NAME COST
HQ HIVE TYRANT “PROTEUS” 106
Weapons:  Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D6 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy is behind cover.
 
ELITE LICTOR “EYES”  65

Weapons: Claws and Flesh Hooks
Special Rules:
   Independent Character
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy is behind cover.
   Fearless – Lictors never fall back and pass all Morale checks.
   Chameleonic Scales – Always gets an Armor save and strikes first in Close Combat unless enemy is using frag grenades in cover.
   Deep Strike –  Can remain undetected until chosen to reveal itself.  Uses Deep Strike Rules.  Can’t use if mission forbids Deep Strike
   Infiltrators – May setup anywhere on the battlefield.  Cannot be used with Deep Strike.
 
TROOPS GENESTEALER “CLAWS” 154

Brood:  7 Genestealers
Weapons: Teeth and Claws
Special Rules:
   Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER “TALONS” 154

Brood:  7 Genestealers
Weapons: Teeth and Claws
Special Rules:
   Razor-Sharp Claws – No Armor Save.
 
TROOPS TERMAGANT “FINGERS” 70

Brood:  10 Termagants
Weapons: Fleshborer
 
TROOPS TERMAGANT “TOES” 70

Brood:  10 Termagants
Weapons:  Fleshborer
 
HEAVY SUPPORT CARNIFEX “TANK” 90

Weapons: Claws
Special Rules:
   Monstrous Creature – 2D6 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HEAVY SUPPORT ZOANTHROPE “FACE” 41

Weapons: Claws and Warp Blast
Special Rules:
   Individual
   Flesh Hooks -- Allows close combat to be fought simultaneously if enemy behind cover.
   Fearless – Zoanthrope never fall back and pass all Morale checks.



REGULAR FORCE 1
FORCE SIZE: 1500

    This force was a popular one for me because it allowed me to use my Zoats in practical combat.  So it was, in no way, official.  My force still lacked some good screening models.  This force was made before my great purchase where I had literally double my force size.  You can see where the lack of units crippled this force's potential.  This force was fun to use but many players would not go against the Zoats.  Soon after this, I retired the Zoats as practical unit and acquired many more units including a second Tyrant.  The Lictor would also be retired for some time when the new the rules came out.
 
TYPE UNIT NAME COST
HQ HIVE TYRANT “PROTEUS”  106

Weapons: Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D5 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy is behind cover.
 
ELITE LICTOR “EYES” 65

Weapons: Claws and Flesh Hooks
Special Rules: Independent Character
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy is behind cover.
   Fearless – Lictors never fall back and pass all Morale checks.
   Chameleonic Scales – Always gets an Armor save and strikes first in Close Combat unless enemy is using frag grenades in cover.
   Deep Strike –  Can remain undetected until chosen to reveal itself.  Uses Deep Strike Rules.  Can’t use if mission forbids Deep Strike
   Infiltrators – May setup anywhere on the battlefield.  Cannot be used with Deep Strike.
 
ELITE TYRANID WARRIOR “HAND” 183
Brood:  5 Warriors
Weapons:
    2 with Boneswords and Lash Whips.
    2 with Devourers.
    1 with Venom Cannon
Special Rules:
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy behind cover.
   Close Combat Weapon -- +1 Attack for Close Combat Warriors.
 
ELITE TYRANID WARRIOR “TEETH” 148

Brood:  4 Warriors
Weapons:
    2 with Deathspitters.
    2 with Boneswords & Lash Whips
Special Rules:
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy is behind cover.
   Close Combat Weapon -- +1 Attack for Close Combat Warriors.
 
ELITE ZOAT “ANGER ” & “HATE"  **SPECIAL UNIT 53 / 53
Brood:  2 single units.
Weapons: Barbed Strangler
Special Rules:
    Independent Characters
   Fearless – Zoats never fall back and pass all Morale checks.
   Flesh Hooks -- Allows close combat to be fought simultaneously if enemy behind cover.
   Cavalry – Zoats are considered Cavalry and therefore can move 12” in their Assault phase.  Advances and falls back 3D6”.
 
TROOPS GENESTEALER  “CLAWS” 176

Brood:  8 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER “TALONS” 176

Brood:  8 Genestealers
Weapons: Teeth and Claws
Special Rules:Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER “PINCERS” 132
Brood:  6 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS TERMAGANT “FINGERS” 70

Brood:  10 Termagants
Weapons: Fleshborer
 
TROOPS TERMAGANT “TOES” 70

Brood:  10 Termagants
Weapons: Fleshborer
 
TROOPS RIPPER SWARM “MAWS” 24

Brood:  2 Ripper Bases
Weapons: Jaws
Special Rules: Fearless – Ripper Swarms never fall back and pass all Morale checks.
 
FAST ATTACK HORMAGAUNT “FEET” 60

Brood:  10 Hormagaunts
Weapons: Claws
Special Rules: Bounding Leap – 12” Assault Move.  Advance and fall back 3D6”.
 
HEAVY SUPPORT CARNIFEX  “TANK” 90

Weapons: Claws
Special Rules:
   Monstrous Creature – 2D6 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HEAVY SUPPORT ZOANTHROPE “FACE” 41

Weapons: Claws and Warp Blast
Special Rules:
   Individual
    Flesh Hooks -- Allows close combat to be fought simultaneously if enemy behind cover.
   Fearless – Zoanthrope never fall back and pass all Morale checks.
 
HEAVY SUPPORT BIOVORE “SEED” 50

Weapons: Jaws and Spore Mines
Special Rules:
    Spore Mines
    Individual



TOURNAMENT FORCE 2 -- Neoteric Newborn Invasion
Force Size:  1500

    For the next Tournament the following year, my army had increased by 100%.  I was easily able to commit whatever forces I wanted to this new battle.  This included throwing in another Tyrant and more than double the screening forces.  I landed in the top five overall of thirty members and the highest points for any Tyranid.  I will admit I was defeated by another Tyranid player though to Bryan Duffles.  However, mine was the best formed, I thought, with enough screening forces to choke a DONKEY!!  The Tyranid Warriors didn't fulfill their potential.  The Carnifex only survived one fight but proved his resilience through every one.  The Biovores were a wise choice but I think I might have dropped the Zoanthropes for another Carnifex.  But the great victory was the massive number of screening forces.  Most square (not involving take and hold) fights became a frustration to the enemy cause they couldn't kill enough of the sixty screening units to cause damage to the big boys as they closed it.  The two Tyrants were a great idea and will be mandatory on all missions over 1000 points.

    My first fight against Black Templar ended quickly when their only vehicle was gutted in round one.  My second fight with Ultramarines was easier with a Take and Hold.  Its hard to hold a 12" central square when 20 Hormagaunts scram into the area.  Then I went against an Eldar with dual Dreadnaughts and I found all my Monstrous creatures destroyed.  The battle was screwed from the word go.  When the Gargoyles were wiped out, I had no way of moving any of my forces to the other table edge in four rounds.  Another fight with Tyranids was close and almost a tie...but in the end, I lost.  The last fight with Ork was the most exhilarating.  In the end, I scored victory but even if I had lost, I still had a hell of a time playing the Orks.
 
 
TYPE UNIT NAME COST
HQ HIVE TYRANT “DAS UBER BUG" 105

Weapons: Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D5 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HQ HIVE TYRANT (Juvenile) “Scrin" 105

Weapons: Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D5 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
ELITE TYRANID WARRIORS --Officers-- “THE HAND” 96

Brood:  3 Warriors
Weapons: Boneswords and Lash Whips.
Special Rules:
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy behind cover.
   Close Combat Weapon -- +1 Attack for Close Combat Warriors.
 
TROOPS GENESTEALER --Infantry-- “CLAWS” 110

Brood:  5 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER --Infantry-- “RIPPERS” 110

Brood:  5 Genestealers
Weapons: Teeth and Claws
Special Rules:Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER --Infantry-- “PINCERS” 110

Brood:  5 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS TERMAGANT --Front line -- “FINGERS” 105

Brood:  15 Termagants
Weapons: Fleshborer
 
TROOPS TERMAGANT --Front line -- “TOES” 105

Brood:  15 Termagants
Weapons: Fleshborer
 
TROOPS RIPPER SWARM --The Mass-- “BODY” 60

Brood:  5 Ripper Bases
Weapons: Jaws
Special Rules: Fearless – Ripper Swarms never fall back and pass all Morale checks.
 
FAST ATTACK HORMAGAUNT “LEGS” 120

Brood:  20 Hormagaunts
Weapons: Claws
Special Rules: Bounding Leap – 12” Assault Move.  Advance and fall back 3D6”.
 
FAST ATTACK GARGOYLES --Front line-- “WINGS” 100

Brood:  10 Gargoyles
Weapons: Fleshborer
Special Rules: Wings – 12” Move.  Same as Jump Packs.
 
HEAVY SUPPORT CARNIFEX  --The Force-- “TANK” 105

Weapons: Claws, Bio-Plasma
Special Rules:
   Monstrous Creature – 2D6 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HEAVY SUPPORT ZOANTHROPES “PRESENSE, IMPACT, & TRAUMA” 120

Brood:  3 Zoanthropes
Weapons: Claws and Warp Blast
Special Rules:
   Individual
    Flesh Hooks -- Allows close combat to be fought simultaneously if enemy behind cover.
   Fearless – Zoanthrope never fall back and pass all Morale checks.
 
HEAVY SUPPORT BIOVORES “RAINFALL” 150

Brood:  3 Biovores
Weapons: Jaws and Spore Mines
Special Rules:
    Spore Mines
    Individual



MAIN NEWBORN ATTACK FORCE
Force Size:  2000

    Virtually identical to the tournament army, this force is larger and utilizes the new rules for Lictors.  I was never a huge fan of the Lictor's posted rules.  The new statistics posted, and chapter approved,  in White Dwarf, make them much more attractive.  I promptly bought two more.  The is basically my whole army except I have two extra Carnifexes four extra Tyranid Warriors.  I also have fourteen Spore Mines and the the two old Zoats.  Unfortunately, I cannot create a 2500 point army.  I have the points but cannot fit them in and still create a legal army I think would have a chance.  My only option would be to create another ten man squad of Hormagaunts.  That would make a 2500 point force viable.
 
TYPE UNIT NAME COST
HQ HIVE TYRANT “DAS UBER BUG" 105

Weapons: Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D5 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HQ HIVE TYRANT (Juvenile) “Scrin" 105

Weapons: Venom Cannon, Bonesword, Lash Whip.
Special Rules:
   Independent Character
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   The Horror – Any unit assaulting must make a Morale check or fall back.
   Monstrous Creature – 2D5 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
ELITE TYRANID WARRIORS --Officers-- “THE HAND” 167

Brood:  4 Warriors
Weapons:
    2 Deathspitters
   1 Devourer
   1 Venom Cannon
Special Rules:
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy behind cover.
   Close Combat Weapon -- +1 Attack for Close Combat Warriors.
 
ELITE TYRANID WARRIORS --Officers-- “THE REACH” 99

Brood:  3 Warriors
Weapons: Boneswords and Lash Whips.
Special Rules:
   Synapse Creature – Any Tyranid unit within 12” passes all Morale checks.
   Flesh Hooks – Allows close combat to be fought simultaneously if enemy behind cover.
   Close Combat Weapon -- +1 Attack for Close Combat Warriors.
 
TROOPS GENESTEALER --Infantry-- “CLAWS” 110

Brood:  7 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER --Infantry-- “RIPPERS” 154

Brood:  7 Genestealers
Weapons: Teeth and Claws
Special Rules:Razor-Sharp Claws – No Armor Save.
 
TROOPS GENESTEALER --Infantry-- “PINCERS” 154

Brood:  7 Genestealers
Weapons: Teeth and Claws
Special Rules: Razor-Sharp Claws – No Armor Save.
 
TROOPS TERMAGANT --Front line -- “FINGERS” 154

Brood:  15 Termagants
Weapons: Fleshborer
 
TROOPS TERMAGANT --Front line -- “TOES” 105

Brood:  15 Termagants
Weapons: Fleshborer
 
TROOPS RIPPER SWARM --The Mass-- “BODY” 60

Brood:  5 Ripper Bases
Weapons: Jaws
Special Rules: Fearless – Ripper Swarms never fall back and pass all Morale checks.
 
FAST ATTACK HORMAGAUNT “LEGS” 120

Brood:  20 Hormagaunts
Weapons: Claws
Special Rules: Bounding Leap – 12” Assault Move.  Advance and fall back 3D6”.
 
FAST ATTACK GARGOYLES --Front line-- “WINGS” 100

Brood:  10 Gargoyles
Weapons: Fleshborer
Special Rules: Wings – 12” Move.  Same as Jump Packs.
 
HEAVY SUPPORT CARNIFEX  --The Force-- “TANK” 105

Weapons: Claws, Bio-Plasma
Special Rules:
   Monstrous Creature – 2D6 Armor penetration and no armor saves in Close Combat.
   Invulnerable – Always has an armor save no matter what situation.
 
HEAVY SUPPORT ZOANTHROPES “PRESENSE, IMPACT, & TRAUMA” 120

Brood:  3 Zoanthropes
Weapons: Claws and Warp Blast
Special Rules:
   Individual
   Fearless – Zoanthrope never fall back and pass all Morale checks.
 
HEAVY SUPPORT BIOVORES “RAINFALL” 150

Brood:  3 Biovores
Weapons: Jaws and Spore Mines
Special Rules:
    Spore Mines
    Individual