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Hi,just wondering whats the best kind of Tyrant to face a SM opponent decently?
Thank you for any of the replys.
I find these work:
Hive Tyrant X1
Winged, Scything talons, Scything talons, Toxic Miasma, Toxin Sacs, Warp blast or field
Hive Tyrant X1
Winged, TL devourers, TL devourers, Enhanced sences, Toxin Sacs, Warp blast or field
i use winds 2x scything talons and warp field and it dose pretty good espically against things without forse weapons
No question about it.
Wings, 2x TL devourers, Enhanced senses, Toxin Sacs, Warp field
Takes a smaller than full sized squad easily out with just one turns worth of shooting, and if not just assault them, as it is still deadly in assault just by being a MC.
Alternatively, if the remnants have several power weapons/fists but no heavy weapons, and you like to micromanage movement, just stay at the edge of your shooting range where they cannot charge you in their turn.
"I'm always right. Except for the times I'm not."
Personally, I like the one with 2x scything talons. The reason why is tyranid shooting isn't that great, and tyrants have the ability to be nasty in assault.
12 shots, average 6 hit
reroll and get 3 more, 9 total
9 hits= 4.5 wounds
reroll and get 2.25 more, 6.75 total
space marines save 3.375 of those
So on average 3-4 marines die from shooting.
2x scything talons w/ acid maw
6 attacks on the charge
3 should hit
2 should wound, reroll all would wound
space marines get no saves
So the one with scything talons has a better survival in CC and kills basically the same amount for cheaper. And he will get on average, about 1.75 kills a turn afterwards, where as the one with devourers will get once assaulting .875 kills a turn.
Dragonmaster: how does the math look when you shoot with your Dev Tyrant and then assault?
Are you sure on your maths Dragon?
In combat 2/3 of 6 hit, 4 hit. With acid maw 1/36 fails to wound. So 35/36x4=
3.8888' Round up to 4.
On the Devourers, 6.75 wound, 2/3 will save=2.25 kills, significantly less than "3-4".
Unless i'm barking up the wrong tree completely.
Every time you read this sig: a fairie dies!
re-roll: 11 hits
Wounds after re-roll: likely 8-9
Marines save: 3 dead.
Assume morale check is passed and there are still enemies in range.
Charge: 4 attacks
About 5-6 dead in one turn on average in one turn. And then there's the one wound for outnumbering. With the enemies being sm, they would stick around. Its also likely that next turn it will kill 2 more sm and and the last 2 will die from not retreating. A powerfist would likely lower the tyrant to 1 wound.
And then you deal no wounds for outnumbering and will be stuck in combat for your own turn and then likely the opponents next turn again. A powerfist would kill it before it killed the SM squad.
Looks like the Devil Tyrant is a better marine killer. CC one fits the fluff better, though.
Last edited by Phalanx; December 17th, 2005 at 20:09.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Some of you guys have atrocious math skills. For comparison sake, let's take the two original Tyrants offered up above. They're close in points, but the 2X Dev Tyrant is twelve points more expensive, so we give the ST Tyrant Acid Maw to balance it out a little bit. I gave them both Warp Field, because having a 3+ save on a MC is silly.For the purposes of this test, we assume one full sized squad of Space Marines, armed with Bolters, who do nothing but stand and wait to be eaten by the incoming beasty. Don't worry, they have been paid well.Originally Posted by Evil_Eye
2X Scything Talon Tyrant -
Six attacks on the charge. Hits on a 3+.
6*(2/3) = 4
Wounds on a 2+.
4*(5/6) = 3.3 wounds. Rerolls are allowed on first turn, so ....
.777*(5/6) = .65.
3.3+.65 = 3.94 wounds.
No armour saves allowed. We can safely assume four kills turn.
2X Dev Tyrant -
First round of shooting. Tyrant has twelve shots, hitting on a 3+.
12*(2/3) = 8. Rerolls are allowed.
4*(2/3) = 2.66.
8+2.66 = 10.66 hits.
Tyrant wounds on a 3+.
10.66*(2/3) = 7.1 wounds. Rerolls allowed.
3.56*(2/3) = 2.37.
2.37+7.1 = 9.47 wounds.
Marines recieve armour save, again on a 3+.
9.47*(2/3) = 6.31 saves.
9.47 - 6.31 = 3.16 kills through shooting.
Time to add in close combat wounds.
Four attacks on the charge. Hits on a 3+.
4*(2/3) = 2.66 hits.
Wounds on a 2+.
2.66*(5/6) = 2.22 wounds.
No saves allowed.
2.22 + 3.16 = 5.38 total kills.
Astute players will realize that the Devil Tyrant will get two rounds of shooting before charging his first squad. Since the dev range is 18", and the Tyrant only charges that range, then he has one round of moving into 18" range (resulting in a shooting phase), and then another salvo of shots before engaging in Close Combat. Obviously this will only apply once, as afterwards he'll hop from unit to unit.
So, the moral here? TL Dev.
Phalanx was the closest with his math, though he did a bit too much rounding for my tastes.