The Tyranids from Warhammer best the Zerg from StarCraft in any sense

Be it in space or on land, the Great Devourer is a formidable, if not nigh impossible, opponent for any faction in the multiple fictional universes that exist. In the case of the Zerg, the Tyranids are the true superior force. Where the Zerg seek to be genetically perfect, the Tyranids seek to survive. By any means necessary. Void ships: The Tyranid void ships are large living creatures themselves, much like how the Zerg void ships work, however, the sizes of the Tyranid warships and the mere ferocity they exhibit in combat is reason enough to their superiority over the Zerg. Majority of the Zerg ships are meant as transport regadless, with few real means of defending themselves from combat in space. In the alternate universe where the Zerg and the Tyranids run head to head in the vastness of space, the ferocious zeal and lack of self preservation would cause chaos among Zerg ships, with numerous Tyranid bioships rushing to tear apart the living ships of the Zerg, and the main tendril or splinter continuing its journey to the planet in which the land massacres begin. Land forces: Tyranid and Zerg forces both test their opponents and adapt accordingly. However, the extent at which those adaptations can go is without limit in the Tyranid forces, while the Zerg only have those that they assimilated. This leads to tactical adaptation to the Tyranid being far greater than that of the Zerg. For example, the Terran forces all understand that they need to diversify their forces in order to combat each kind of Zerg unit. Making a preparation easy, the Zerg could adapt by using strategy, but their units would always constant. Their swarm units being vast numbers of Zerglings and their tanks being Ultralisks and Roaches. Yet, this just means that all a defending force has to do is be ready to combat the expected strains. In the case of the Tyranids, a full wave of Termagaunts could be sent and destroyed by defending forces. As a result, the Hivemind then creates an entirely new breed of Termagaunt, if the bullets are strong enough to cut the chitin armor, then the Termagaunts will be given an even more reinforced chitin plate and possibly adrenaline glands to enhance their speed and ferocity. Or, there is the possibility that warriors with Devourer cannons will be sent in to attack defenders from long range while Termagaunts run blindly and angrily into the guns of their prey. Where the Zerg would employ Ultralisks to destroy a formidable wall of guns, the Zerg would simply send thousands of highly diversified forces. Raveners burrow underground while Gargoyles fire from above and the different Gaunts scale the wall and fire at defenders. Zerg forces may infest the populous and utilize a type of undead unit to demoralize their foes, yet, how does that compare to a literal sea of 1 meter high monsters of teeth and claw whose sole purpose is to kill and rend anything that is not it? How does that compare to the Tyranid Bio-titans that stand taller than an Ultralisk, or the tiny worms that eat men alive in a furious appetite for biomass? Where the Zerg forces possess numbers and specific breeds, the Tyranid forces possess even larger numbers and a means of changing every aspect of every biomorph to combat everything they encounter. Leadership: The Zerg rely heavily on the leadership of Cerebrate, such as the Queen of Blades, the Overmind and his generals, or the Queens that the Queen of Blades employs. Should these Cerebrates be killed, all manner of organization is lost and the Zerg hordes turn feral and mindless. Therefore, all a general would need to do is assassinate the leader and mop up. The Queen of Blades demonstrated this tactic and its efficiency in her rise to power over the Zerg forces as a whole. In the Tyranids case, this task is not so easily carried out. Each hive fleet is guided by a Norn Queen, a massive Tyranid bioform that oversees the genetic make up of each Tyranid breed, as well as the navigation through space to nearby planets for devouring. She sits upon a throne in a massive Tyranid Tendril or Splinter and is the most ferociously guarded Tyranid of them all. The prevention of breaking the Atmosphere during a Tyranid invasion makes her death near impossible. Also, the Norn Queen employs numerous Synaptic Tyranids on the fields of battle who relay her commands or the commands of the overall Hivemind. These synaptic leaders range from the small Warriors to the massive Hive Tyrants, and the death of these creatures is difficult in its own way. The chaos each one leads keeps commanders and opposing forces more focused on surviving than attacking, and even if a synaptic leader were to be killed, numerous others surround it and are located all over the battlefield, making turning the Tyranids against themselves an even more daunting task than turning the Zerg against itself. Campaigning: Zerg forces require living bases to effectively take over planets. This results in Hives being key location for Zerg forces, these base also exert a substance known as Creep, which terraforms the landscape to benefit the Zerg further. However, the Creep is the lifeblood of a Zerg base, for, if there were no Creep, there would be no living buildings. In the case of the Tyranids, bases are a foreign concept to them. Mycetic spores land everywhere and vomit Tyranid forces, massive pools of Biomass are formed for the Bioships to collect from, there is no terraforming since the goal of the Tyranids is to turn the planet that they invade into nothing more than an empty ball of rock. An assaulting force could easily destroy a Zerg hive and kill any workers and larvae that survive, effectively ending Zerg reproduction, Yet, a force would need to destroy all of the Bioships in the void of space in order to end Tyranid propagation, a task that is just as impossible as turning the Tyranids against themselves. Plus, worlds taken over by Zerg forces are kept under Zerg control, they utilize worlds as strategic points and require the Crystals and Vespin Gas located on nearly every planet in the StarCraft universe. Meaning, a planet without these resources could hinder Zerg forces. The Tyranids come to planets to strip it of all organic material, that is their resource, they do not need bases or strategic points, they need biomass. This makes a Tyranid campaign even more threatening than a Zerg campaign, a General can figure out why the Zerg would want a world and take action to keep it from them. Nobody ever sees a Tyranid invasion coming until it happens, when all communications are effectively blocked and people start getting massacred and digested to become more Tyranids. There is no strategy in a Tyranid campaign, and that makes them unpredictable and more dangerous than the Zerg. I await my opponent's counter arguments and opening arguments