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Pyrovores get hate. Biovores get love. Why does the cool looking model have to be the crap in-game model?!?!
Speak what you may on them, cover unit size, tactics, etc
Elites slot choices are pretty much reserved for tank killing in 5th as the meta game has pretty much moved to mech for anything that doesn't have the ability to take a million models and just swarm them over the field or take fast moving units like bikes and other such things.
The Pyrovores were a good idea TBH and I really like the models myself, but when they are 5pts less than a model that has T6 with 2 wounds, 2 shots at 24 inches with S8 that doesn't need LOS and the same armour save, then it kind of leaves you thinking what the hell are they doing in the elites slot.
The other comparison to the pyrovores in the elites slot is the zoanthropes. For 15pts extra per model, you get a 3+ invo save, 2 shooting profiles (OK, they need a psychic test, but that is nearly inconsequential in shooting as you pass it 81% of the time) and is another synapse base on the board.
I don't think there is any particular hatred for pyrovores or immediate angst for using them, but GW pretty much priced and classified the model into extinction when they made them 45pts a pop with T4 and put them in the elites choices. Being a tyranid player myself, I would have loved to see some more template weapons than what we got considering that the only real viable template option in the entire book is the acid spray, and since it is only available on the tyrannofex and usually gets replaced with the rupture cannon, then we are pretty much up the proverbial creek when it comes to flaming options.
One of the rumours on weapons available for tyranids prior to 5th ed dropping was pretty much the same stats as a flamespurt from the pyrovore, but was a weapon upgrade option for the warrior broods. I was pretty sure that the points costing it was listed at was +10pts per model to carry one onto the field and I was pretty sure that it was like one of the heavy weapon options, so you could only have 1 per squad. That was a good idea IMHO and if you are keen to use flame templates in a tyranid army, then I would suggest making a gentlemen's/lady's aggreement to playtest it in a game sometime at your LGS to see if it suits your taste.
I have never used the pyrovores and most likely will never try them out in a serious game. The biovores i'm quite fond of sinds the codex came out and still love them. When i'm pitted againts space wolfes or grey knights I dont use them, but most of the time it's random opponents. They are included in my casual list. Just simply love the way they work. I believe that only on one occasion so far that my mines have scattered far enough to have the mines floating on their own. I use the pyrovore model and base for my Biovores. I do believe the biovores are sold on a smaller base, but they are placed on a bigger on pictures in the codex. Anyways, doesnt really matter, my friends dont mind me using the pyrovores as biovores on monstreous creatures bases, going bigger bases doesnt really give me any advantages. Plus the pyrovore model is freaking wicked and the biovore model is lame beyond recognition. When I field them it's always in a unit of three.
Conclusion, I like the biovores and use them often, with the pyrovore model. But there are most definitely match ups where you wish you would have spent the points somewhere else.
Nom, Nom, Nom, the tyranids eat yow face
Pyrovores suffer from 2 main flaws:
1) Tyranids already have very good anti-infantry offense. Pyrovores, while they are only 1 of 2 units to have a template weapon, are often considered superfluous and not an efficient unit in taking out infantry, at least not when considering the other short-ranged options available to the nids against infantry.
2) They suffer from being in the most competitive FOC slot in the codex.
Biovores are a good buy. I find them to be one of the more efficient units in the codex, oftentimes killing more points than they are worth. The ability to pin enemies is an added bonus. I've had a few games where my biovores pinned some of my opponents, allowing me to win the game.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
When I first saw the pyrovore's model (before the codex came out) I thought that this monster was going to be some type of anti-tank artillery being the brother of the anti-infantry biovore. I was hoping that it shot a huge melta blast template; instead the cannon does as much damage as a heavy flamer.
The weapon that the pyrovore uses now should be a bioweapon for tyranid warriors. If terminators can take heavy flamers why can't tyranid warriors. The warriors can just borrow them from the pyrovores because there never going to get played
Reese's Space Marine and Tyranid WIP Thread: Warp Masters and Friends
I love biovores. I include them in almost any list that I can. The ability to drop 3 large S4 AP4 blasts with indirect fire while on the move is awesome. I usually just park them in cover at the beginning of the game to get them a cover save and just let them do their thing. Even without synapse if they are in cover they will just bomb the closest unit with their instinctive behavior so its not that bad of a thing. Many of the people in my gaming area play things like foot guard, orks, eldar/dark eldar, and things like that so the AP4 is killer to them. Even with MEQ they still manage to pop quite a few of them. Its especially nice for those rear guard heavy weapon teams that just sit there because it can hit and pin usually the whole squad each blast at range. People quickly realize that ignoring them can cause some big issues, but using long range (usually high power) weapons to kill them means not getting to fire at my other big things. The other plus is when I do miss it is usually towards me, meaning they cant advance that squad without detonating the mine or wasting a squads shooting at it to clear the way for the next turn.
They have almost always outperformed my genestealers & broodlord. The best thing about using them is people surprised reaction because none of the few other nids players around me use them. The one foot guard player I played was floored as I blew holes and pinned much of his firepower every turn.
Pyrovores on the other hand I doubt I will ever use. They are slow, vulnerable, and not powerful enough. Like someone said, if they had been given a melta/plasma powered weapon they would be MUCH more useful. I would like to use them in a space hulk style or city fight style board. I think that is where they would really shine.
Sorry for the little bit of a Necro here, but I was having a conversation with one of the other Tyranid players at my store last night and got on the topic of Pyrovores. I still think there is a place for them while the general consensus is that the slot they fill is to useful for other things. Has anyone really looked at having 3 Pyros in a spore? Sure let your hiveguard and or Zoanthrope open some transports and when you have 3 pyrovores drop next to a squad or in the enemy's back lines they will cause a major distraction. With the 3 flamers that will always be able to shoot you will be able to put the hurt on some Long Fangs that are hiding in the back, or home objective campers. If they get mobbed by orks, wytches, or chaos in close combat you get the benefit that they ignore armor saves and have acid blood to deal even more damage, this will most likely cause more wounds to the enemy then the attacks from the Pyrovore itself. Making acid blood a bit of a deterrent to go into close combat with it. Either way they will have to waste time killing them and the pod they came in on or suffer the consequences of leaving them alone.
Just my 2 cents.
I could see them being useful against Orks. Low armour save hordy army.... theyd kill lootas or gretchin pretty nicely. But against a meched up foe.... well its heavy flamer on a fragile platform in a slot which is crammed full of effective goodness in a book that can deal with infantry in a myraid of different ways. And even then its outclassed by doom.
Your friendly neighbourhood gargantuan creature
IDK about comparing it to a Doom, as a Doom has the ability to hurt several units that are close by but will only (under normal circumstances) kill a few from each squad, if any. While the Pyrovores would have to focus on 1 squad forcing a ton of armor saves. Also as far as survivability you won't be able to kill the Pyrovores with 1 melta shot like you can a Doom, and both units are also susceptible to a large volume of fire. If the Doom fails it's IB test it needs to feed and may get locked in combat and unable to fire his nice template, while the Pyrovores may fire their templates even if they fail the IB test.
I am not saying the Doom can't do it, I am just saying that the Pyrovores and Doom would be used differently.
I just don't think Pyrovores will be used much really because of the Tyranids' lack of ranged anti-armour weaponry. Had the writer of this codex just given Warriors the option to carry a Flamespurt I think the weapon itself would've been used much more often.
The Pyrovore sure looks cool, but it is impractical on the tabletop, so long as the Tyranids' only decent tank poppers are in the Elites section.