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I should say that I spam crones not because they are good per say, but because they can travel far per turn and really apply pressure to cities while you are trying to move your main killers in.
Kill AM bases ASAP in any match. Do NOT let them get tanks out, you will lose every match that they make it to late game. Tyranids have nothing to compete with them.
The only viable way to play them seems to be spam free fodder every 3 rounds with the Tervis (aim to have two fast), and deal damage with a prime and a few lictors. You need to superzerg, and you need to make sure your lictors never take overwatch hits, as they are your most reliable damage, but die very fast.
Quite fiddly, as you need to advance very slow with a huge blob of mostly free units, and you will constantly have your fodder insta killed to overwatch. Tyrants are fantastic as finishers, but also needs to be carefully used to get kills, but no return fire towards the end of your round.
Tyranids need a decent range unit like the biovore in the tabletop and a balance pass especially for monstrous creatures. The Carnifex for example, described as a "living battering ram" in the lore, would profit from a "crush" ability like the Gargantuan Squiggoth has (can't remember the exact name atm) to give him some more frontload damage to break up enemy lines.
Especially the Tyrannofex needs a buff to take him to the level of the other top-tire units.
Or if that is not acceptable maybe a tech that increases synapse range for units in addition to cities.
Either change would let Tyranids be more mobile and thus use their mobility to overcome the other races firepower advantage.
Maybe give all the Tyranid units the ability to move through forests and terrain features without losing movement.
They are organic, and all organic creatures heal naturally, unlike machines and undead :)
Their units are either op or rubish. Example zoanthrope. Tyranids research the fastest and have the best econ.
You got screenshots of your cities?