Instead of choosing between shooting closest squad, vehicle, or individual models, Tyranids can be targeted based on: Monstrous Creatures, Man-sized Creatures, or Smaller Creatures See Tyranid Codex Pg. 59 for full break down on targetting units
Flamers: Tyranids set on fire that are immune to psychology naturally or from proximity range may continue to move and fight as normal while on fire. Must still roll for damage. Needle/Shrieker Ammo: All Tyranids are immune to toxin from these weapons Hellfire Shells: The shells have their full effect Grenades: Immune to Choke, Hallucinogen, Scare, Toxin, and Virus Conversion/Photon Flash: Tyranids recover from being blinded on a 3+ instead of a 5+ Ork Smasha Gun: Tyranid Warriors, Zoanthropes, and Lictors count as Terminator sized, Hive Tyrants and Carnifexes count as Dreadnought sized Ork Pulsa Rokkit and Shokk attack gun: All Tyranids are counted as "Foot troops" against these Ork Squig Catapult: Any Tyranids not on the catapult list count as "Tyranids" and have a 4+ save against Buzzer Squigs
Hive Tyrants, Lictors, Zoanthropes, Tyranid Warriors and Carnifexes can move out of close combat in their movement phase. May shoot after leaving combat. May charge into another enemy.
May fire into close combat against Tyranids. Randomly allocate who is hit, including if hit by a template. Monstrous Creatures count as double the size as a man and Small Creatures count as half the size of a man.
Models in close combat may be ignored for the purposes of the Squad or Brood coherency. Models which follow-up are also permitted to move out of the normal 2" coherency. However once a close combat engagement is over models become subject to the Coherency rules again and move back to within 2" of the rest of their squad or brood as soon as possible.