Right so many of you might turn your nose up in disgust at the mention of PvE over PvP, but, its fun I tell you! Plus quite frankly the fastest and most effective way to power level grind that XP. In around 10mins of play you can get 15000XP. Failed runs can get you 5-8000XP easily. And if you are an Apo, you can "cheat" with a well placed heal nade into everybody if they all about to die....and you can get as much as 100 resses at 30xp a pop (auto res then killed before fully ressed, its almost funny if it wasnt so depressing heheh). So lets talk Tyranid Survival mode known in game as Horde(not raid/lair). You can find this mode by clicking WORLD MAP, then in the middle on the right is a Tyranid Icon, click that then queue for the right hand option HORDE. You have a HARD mode and NORMAL mode option that is chosen by the leader. Difference being that they take more shots to kill onHARD, there appears to be about 50% more of them per wave, the Warrior appears earlier and you get DOUBLE the XP. First off, even though Steam has achievements for completing this with a full team of Apos/full team Assaults/full team Devs....this is barely possible and only by a really experienced group of guys, in fact I'm honestly not sure how to do it with only Assaults. But this is for later lamentations! It bares saying at this point that most of this guide is effectively used in defense mode in PvP as well. RULE NUMBER ONE Stay. To. Gether. I dont care how incredibly good you THINK you are, nothing is going to save you from a swarm if your'e all alone! These things come from all angles and will suprise you. EL RULO NUMERO TWO Choose your defence location wisely Each of the three survival maps has 2 spots that are do-able as last stand (only stand!) defense locations. Basically you want to limit attacks to a singular incoming direction, at worst two. Unlike in PvP, you dont need to worry about being naded if you are in a tight group. All maps you can make the lift your home, but the one with the multiple levels (the largest one) has a better spot on the 3rd floor to right. The other two the lift is in fact the best location as you have barriers tunneling them towards you, whereas the multi level one the lift entrance is wide open (images and sketches will be uploaded soon, or please help and send in your own!). More on this in Rule the Fourth. THIRD RULE DONT use the closest ammo dump first! Here is what you are in for. Ten waves of INCREASINGLY NUMEROUS clawing beasties all intent on tearing your innards from your belly and wrapping them around themselves while they dance the night away to the sweet sweet tunes of Michael Bolton. Its true. My mom told me. So avoid using the nearest ammo dump until wave 9/10, why? Because you can actually make it up to 7 at least without needing to ammo up before the end of the wave. Then, when there is ONE Tyranid left....dont kill it! Wait for everybody to re-arm from the furthest dump and return to position before taking it out. Also on ammo, use your ammo packs on your Brothers early on, not yourself (and visa versa) so you get the extra XP boost. Just make sure you plan this ofc! hahah. We are here for the XP! RULE, THE FOURTH Cover your angles, know your firing patterns and reload times Some major lessons here. Arrange your squad as follows >>> - Two major fire users (usually devs) on each extreme edge, firing cross over. ie the chap on the left covers right, crouched. - Assault/secondary fire in the middle and slightly in front just behind the intersecting fire lines of the two corner devs, crouched - Fourth man in the middle behind secondary fire, standing. - Apothecary in the rear, standing. Assault essentially tanks and draws heat, he RARELY kills anything except stragglers or bastards that sneak though. Secondary fire takes up when devs are reloading/heat cooldowns with Fourth man and Apothecary joining in as needed and endeavors to take down anything that gets close to the Assault that the devs arent seeing. THESE THREE only shoot then! **COMMON MISTAKE*** = OVERKILL! Ammo gets wasted and you'll find yourself overun while cooldowns/reloads are happening. Your devs should be able to position themselves in such a manner that the beasties are heading almost straight on towards them. Bit of a turkey shoot, fish in a barrel situation if you set this up right, but still challenging! HOW TO PUT IT ALL TOGETHER [youtube]CFuvZ6ISVDc[/youtube] You have 10 waves of these things with the final wave about halfway through spitting a Warrior out at you as well. The Warrior, if you haven't seen one, is a fucking huge bastard thing five times the size of any of the others and a has a health bar which I'd hazard is equivalent to at least 50 normal Tyranids. Oh and he said something about your mom. And a goat. - Get your squad loadouts sorted, an apothecary is not essential, but dammit can help if things go awry. Best success rate is Assault, two or three devs, Apothecary and standard AP Marine. Beam weapons work, sniper and AV do not. Everybody except the Apo carry Ammo Packs and AP nades. - Exit the lift and take your positions. Apothecary cast immediately your healing beacon, buff every Marine and take position rear. Reason for casting beacon early is so it can regenerate while still active on the ground and you can hurl one at a stray marine to res them if they fall off a ledge or hit melee and end up getting shot in the back of the skull. - Always shoot in burstss, watch your firing patterns and reloads. You should only find DEVS overheating in the later levels, this of course is when secondary units firing picks up. - Assault moves to intercept incoming, hold them and let the others kill them off. May seem boring at first, but wave end you are allowed to go nuts and finish the last ones. All by yourself! Also....the Warrior is all yours...Move back occasionally towards the Apo to get a healing buff, but mostly you are shield up and taking it hard baby. The first three waves you should not need to use Ammo crates. You will see at the top of your screen when there are 3 Tyranids left. This is when you all head out for the FURTHEST ammo dumps. Avoid killing the last one until all are ready. From wave 4/5 your DEVS will start to need to use their ammo packs. From around 8, the AP and Assault guys will want to give theirs to the DEVS when there is a lull. For 10, you will need to get moving. - In the early waves, you can start practicing pushing out. When the main hoard comes, you will not be able to move, later they scatter and you can all slowly move forward. This is essential for taking down the warrior, as you WILL need more ammo. If you comfortable, then hold position. - Apothecary needs to buff everybody every 30 seconds or so, just in case. If your healing nade runs out before end of wave, and you are not under pressure....save it for emergency ranged resses. ****If somebody goes down, kill the TYRANID FIRST before getting him ressed. If you are down, only crawl TOWARDS your squad if nothing is on top of you. IF you are under attack by then, move AWAY from the group, and head to where the APO throws his healing nade for you. This way, your squad can clear the beasties around you without you then being ressed and instantly killed again, you also alleviate the pressure on your possibly soon to be overwhelmed squad as TYRANIDS attack the CLOSEST thing.**** Wave 10 When the warrior appears, if you haven't started pushing out, you're probably all screwed. Assault, now is truly your time to shine. Apo get your healing nade in the middle of an open area, Assault, you want to kite him around that nade. At this point everybody needs to ammo up FAST. Tyranid waves are STILL coming in, so deal with them first. Single DEV on the Warrior, everybody else on the waves. On the multi tier map, you have the easiest time, as you can just all drop off to the lower level, and head to the lift. This spreads the wave out and gives you time to not be swarmed. On the level that the lift exit is raised a little and there are lots of fire pits around, you will have a tough time. You want to move to the first staircase heading down left, cover each other while reloading, then move to the upper terrace and slowly circle around as a group. I personally havent finished that level, but nearly did! With that tactic. Suggestions welcome! The level where the lift opens into a broad area is also pretty easy. You can take turns running to the ammo dump which is metres away while the other sustain covering fire, obviously healy nade goes in the MIDDLE, not on the ammo dump as you get healed when picking up ammo. The Warrior is easiest here too as the Assault can kite him in circles right in front of you, and nobody really needs to move. Noye, this is a guide, not a hard and fast fixed set of rules. For example, a variant that works on all maps, is to have a DEV brace on one of the walls that allows him sight down the incoming peripheral spawn avenue, your Apo or the Secondary Fire squad member then crouches immediately next to them and stops anything from sneaking up on him. TADAAAAAAAAAAAAAAAAAAAAAAA. Feel free to upload some too with suggested positioning and thoughts on tactics!