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i have genestlears 24 6 warrios 2 fexs 1 brood lord guants and homaguants should my tyrant be shooty and what are the advanteges of it? or should i make a fex shooty? help!
Well, this is a short reply, but... fexes should always (yeah, aaaaaaalways) be shooty. and tyrants too, unless they are winged (in which case you can choose between melee, to protect it from heavy weapons or 2x twin-linked devourers).
just my 2c.
Look at it this way - compare a tyrant with NO CLOSE COMBAT UPGRADES to a marine commander ...
The tyrant has the same # of attacks, a higher strength, ignores armor saves, adds 2d6 to armor penetration, has the same weapon skill, is fearless, cannot be instantly killed, has the same initiative, has more wounds, has a higher toughness.
So, clearly, with no close combat upgrades, a Tyrant is an obviously superior unit to the marine commander type in close combat. No number of upgrades will really put the marine FC on par either. It works out this way against most HQ types in most armies ... the Tyrant is superior nine times out of 10, without any upgrades.
So, if you give the Tyrant the two twin-linked devourer upgrade, it now is superior to almost any other unit in the game at anti-infantry and anti-light-vehicle shooting, and is still better than a tooled marine commander in close combat.
Close combat upgrades at best will give you a couple net weapon skill improvement (miasma + ws), a better initiative (though the only way most targets can hurt you is with a power fist, so who cares what your initiative is), and a higher strength that you'll have any way due to toxin sacs for shooting. I often give my shooty tyrants toxic miasma to benefit combats of course, but that's where I stop.
So do you want a unit that can handle itself very well in combat (especially if it has buddies around), and can shoot the living poo out of things, or do you want a unit that can ... handle itself very well in combat ... and that's it?
Always seemed like a no brainer to me. The two extra attacks in close combat aren't worth the trade-off, and the split of one extra cc attack but only one ranged weapon is just plain retardulous. It's one of only two models in your army that can fire two different ranged weapons every turn. Again - no brainer.
Nids & Guard
GMail = MVBrandt
Well, if you want effectivness on the table then MVBrandt has the right of it. The flying dakka tyrant really is nice. But if you want choppyness then the combat flying tyrant isnt a BAD choice, its just not quite so massacretastic.
Fexes should be shooty, they just dont move fast enough to get stuck in until the end-game, CC-Fexes are only really useful if you have some specialist tactics or some other such way to make use of them.
Oh, and the shooty fexes are your best option for Anti-Tank work.
The name refers to facial hair, not playing style.Originally Posted by A news vendor's stand, London, June 1940
Just keep in mind that whe upgraded, the Tyrant has the best BS in the whole Tyranid Codex, combined with the number of base attacks and high strength, makes it one of the best shooting options present.
The way I look at it, there are lots of 'nids to take care of most tasks, but a tank hunting 'fex still suffers from miserable accuracy. Lots of CC creatures abound in the 'nid Codex, but few that can shoot well, hit reliably, and make people wince and reel when hit all with the same shot. (Warriors with VCs always only get one hit with two shots, rrrrrrrrrr).
If I want close quarters monsters, throw a pack of stealers at them. More attacks, more wounds, faster (that a footslogger), and cheaper. Just gotta dodge getting shot.
Do not meddle in the affairs of Tyranids, for you are crunchy, and good with ketchup.
I am going to go the other way. I really like my Assaulty Winged Tyrant. I often think about changing out his scyths for devourers, but then I come back to real play vs. theoryhammer. When you math hammer it out I think the shooty tyrant wins (but it is close once you get to 3+ save baddies).
Shooty Flyrant 12 shots, 10.66 hits; wounds produced 10.37 from shooting. Then you assault 4 attacks gets you 2.22 more unsaveable wounds, and in the next phase you get 1.66 more unsaveable wounds. So against marines you get about 3 from shooting and 4 from close combat in your turn and the following assault phase.
Scything Flyrant gets no shots (unless you warp blast...I don't); then assaults 6 attacks on the charge 3.33 unsaveable wounds followed up by 2.77 wounds durring their assault phase so six wounds.
So the theory is that seven is better than six; but against a good player, I think you run into the problem of them locking up your tyrant with cheaper units, or expedible units once you launch your assault. From that point on you if you can't shoot you start to lose out because you get about 3.2 wounds per turn vs. 4.1, which I think can swing the tide the other way.
I do use a shooty tyrant in my list, and he is great; but once I give my tyrant wings I make sure he has scyths. I don't really think there is a right answer to the question though, just personal preferance.
Nichodemus rather unwittingly highlighted the advantage of shooty vs. nonshooty. It's not a piece of cake if you are good to keep your shooty tyrant NOT tied up in combat should you wish, but if he MUST be in combat, he is doing only .9 wounds less there.
Whereas every turn he is NOT in combat, he's doling out a ton of wounds. Things get better and better against non-MeQ. One round of shooting against MEQ makes up for 3 rounds of getting "stuck" in combat vs. what the scything talon tyrant earns. So as long as you spend 2 rounds in the entire game shooting, it's mathematically impossible for the ST to make up for it.
There are situations where you'll go "darn I wish I had 2 more close combat attacks," but there are FAR more situations (where ST tyrant owners often don't even think of it) where having a dozen high strength re-roll miss re-roll wound high ballistic skill shots are invaluable.
Monstrous Creatures are built to shoot. They have a relatively high number of base attacks, a high strength, and can fire two weapons. Close combat Tyranids like Raveners and Genestealers are ALWAYS better for their points at close combat. Use your force charts and units for their best purpose.
All this goes out the window if you start talking about themed and fluff armies, where statistics and cold efficiency head out the window.
Nids & Guard
GMail = MVBrandt
PS I often think, boy those shots would be nice, but lets have some fun while we dice it up. And against non/MEQ always take the shooty one...however against necron you should always take the assaulty one.
While I generally agree that the shooty flyrant is better, I just wanted to point that the performance of one or the other depends on the armies you're facing.
E.g. vs my bro's necrons or his IG, I'd rather have the melee flyrant, because the shooty one tends to completely obliterate things, and then I usually end up in the open. (Subject to a freakaton shots that promptly erradicate the flyrant).
vs my friend's GK I'd rather have the shooty one, since the thricefold cursed GK carry a S6 melee weapon that strikes in initiative order standard, so he's safer away. Furthermore, their heavy weapons are laughable at best, so hehehehehe
vs my friend's SoB I kinda like the melee one, since the units tend to be large enough not to die from the charge, they're so weak they can't hurt you and it keeps me protected from the nasty exorcists...
vs my other friend's 1kSons I prefer the shooty one, since he manages more wounds from shooting to force torrent of fire saves in the sorcerers, and they don't perform too well in cc anyway.
Fexes do the shooting.
If you have the money for wings, you can go CC tyrant or 2 twin devourers.
Without, go for long range guns and guard in my oppinion.
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost