SGTPozy wrote:Hi, I'm thinking about starting a Tyranids army, my main opponents are
GK,
CSM, Orks, Daemons, so could you guys suggest where to start with the army, which units should be good etc.
Many thanks, SGTPozy
Depends what sort of feel you're after for the army.
Sneaky?
Unstoppable tide of little things?
Wall of huge kaiju-esque monsters?
One comment is that despite their reputation, tyranids are a much better close-range firepower army than they are an assault army. You have some of the best mid-weight firepower going.
You also have some of the best airpower. Daemons rage that flying monstrous creatures got worse in 7th edition but that's not true. They got worse if you want to use them as super-speed assault units. If you want them as living jet fighters, they got better as it's a lot, lot harder to knock them out of the sky - you only have to pass one grounded test a turn, and your opponent has to actually wound you to make you take it.
A good start is a winged hive tyrant with two twin-linked devourers. You'll see and hear about them a lot, but they are genuinely really, really good. It's not just hype. With 12 S6 BS4 twin-linked shots a turn, they can drop pretty much anything in the air with ease and do a good job shooting up ground targets. They're tough, they're synapse creatures and they're mastery two psykers to boot.
Also, consider building an army out of formation detachments as well as/instead of the combined arms detachment. Rising Leviathan's detachments are really, really good - the Living Artillery Node gives you super-accurate biovore and exocrine fire, skyblight swarms give you respawning, objective secured gargoyles, etc, etc.