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Hive Tyrant Biomorph Tactica - How To Engineer Your Tyrant

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#1 · (Edited)
This is the first part of a several part series that I have planned for Tyranid Tactics. At some point I might decide to combine them all into one tactica, however, it would be a huge and ponderous article, especially since this tactica is already lengthy enough.

The intent of this article is to provide newer players with some references on how to build a good Hive Tyrant depending on what they wish their Tyrant to do for them in their army.

Please be constructive with your criticism and If I've made glaring mistakes, then I only ask that you politely inform of them and I will amend this article with all due haste.

Hive Tyrant Biomorph Tactica​

This tactica will deal with the complicated problem of engineering a Hive Tyrant for either of its best two roles; Close Combat or Ranged Firepower. I will go over the roles of these specific creatures and detail in some length which Biomorphs are fitting and which biomorphs are wastes of points.

Keep in mind, while reading this tactica, that I consider “well rounded� Hive Tyrants to be quite ineffective. A Tyranid army does not have enough points to play around with to make a Hive Tyrant exceptional in two different areas, therefore, it will only be of average ability in both roles if you attempt to divide it’s time between shooting and close combat.

Part 1 – Close Combat Tyrant

The close combat hive Tyrant seeks to close quickly with their foe and get there with enough health left to deal massive damage to whatever unit it assaults. Primarily, a close combat Hive Tyrant should seek out enemy troop formations, preferably elite units with either equal or less initiative than itself. This will be easily done, even against armies with high Initiative values if the correct biomorphs are chosen.

While a close combat Hive Tyrant is also good at assaulting tanks, his high initiative and high amounts of attacks will prove more efficient against troops than against armor. Only consider assaulting armor if that armor is causing massive damage to your troops and cannot be taken out by any other method.

Preferred Close Combat Biomorphs – As far as weapon biomorphs go, the choices are easy. You can either take the Bone Sword and Lash Whip, Rending Claws or Scything Talons. If I don’t mention a Biomorph in this section, then it is because I consider it a waste of points on a Close Combat Hive Tyrant.

The Bone Sword and Lash Whip are easily summed up in one word: Terrible. This should be a last resort for a Hive Tyrant as it provides little bonus to the Tyrant itself. This weapon is expensive, and brings little direct close combat ability to the table.

If you plan on using this Biomorph, then it is my suggestion that you take a Winged Hive Tyrant in order to keep up with your faster Gaunts and the rest of the creatures in your army that could benefit from this power.

Rending Claws on a Hive Tyrant are currently a point of debate among Tyranid players. Some say that the added benefit of the Rending ability against armor makes it worth losing an extra close combat attack. Others, such as myself, contend that a Hive Tyrant should focus his abilities against Elite “infantry� units and not against armor. It is my opinion, then, that Rending Claws are overall a waste of a Hive Tyrants potential in close combat when compared to the added benefit of Scything Talons.

NOTE: I will reassess my opinion of this particular Weapon Biomorph after GW releases the Tyranid FAQ as there is quite a bit of debate over how Rending Claws and Monstrous Creatures work at this point.

Scything Talons are by far the best choice for a close combat Tyrant, and in my opinion, they should be purchased in pairs. This will give your Hive Tyrant a potential of 6 Monstrous Creature attacks on the charge, plus an extra attack if Bioplasma is chosen. These six attacks can be utterly devastating to an opponent, if the correct biomorphs are chosen.

Preferred Non-Weapon Biomorphs - The Hive Tyrant comes with a wide range non-weapon biomorphs and many of these are geared towards close combat:


Acid Maw – The ability to reroll in 40k is one of the best features of the game and it should be taken whenever economical. Weighing in at a mere ten points, this biomorph is worth its weight in gold. I take it whenever I build a close combat oriented Hive Tyrant. The downside is that you lose the Bioplasma ability, however, this is hardly a downside, since it only hits half of the time and doesn’t benefit from the Monstrous Creature ability. I choose Acid Maw over Bioplasma every time.

Adrenal Glands – The Initiative improving adrenal gland is a must have for a close combat Hive Tyrant. It will ensure that you go before all but the fastest troops on the table, including Space Marines and Chaos Space Marines with furious charge, which will allow that incredible Monstrous Creature ability to drop a number of your foes before they have the chance to strike back.

Secondly, a higher initiative means that you will have a better chance of catching and slaughtering any foe that fails his Ld test and runs. Some troops with low Initiative values, such as Necrons, will almost never be able to outrun you and will allow you to eliminate large chunks of enemy opposition in one fell charge.

The Weapon Skill improving Adrenal Gland, although cheaper, is much less useful. The Hive Tyrant already comes with a high Weapon Skill which will match most HQ choices in the game and far surpass most Troop, or Elite Troop choices in the game. Since enemy Troops and especially their Elite Troops are what the Hive Tyrant is best at dealing with, it is rather pointless to upgrade his Weapon Skill any higher. The worst he will ever have to roll to hit against anything in the game will be a 4+ and most of the time it will be a 3+.

Bioplasma – As I stated earlier, if given the choice of Bioplasma or Acid Maw, then Acid Maw wins the contest hands down. Since you do have to choose between the two, then don’t even worry about this pathetic extra attack.

Extended Carapace – Yet again, we see an example of an exclusive biomorph. If you choose to have a better armor save, then you disqualify yourself for a chance to move at twice normal speed. For a close combat oriented Hive Tyrant, I strongly believe that choosing Extended Carapace instead of the Winged Biomorph is a large mistake.

A close combat Tyrant needs to close with its opponents as quickly as possible, and the list of biomorphs only allows one chance at this: Wings. A Hive Tyrant has no access to Scuttlers, Leaping, Infiltrate, Fleet of Claw or any other speed enhancing biomorph except for Wings.

Still worried about having a low armor save? Make sure to equip your Tyrant with the Warp Field Psychic power. This should be all the armor save you need to survive crossing the field.

Flesh Hooks – On the old version of the Winged Hive Tyrant, this was a complete waste of points, since they could not enter into difficult terrain. However, the new Tyranid codex does not have the same restrictions; therefore, this is an essential Biomorph for any Close Combat Tyrant.

Remember that Initiative is paramount to winning combat against most foes, and you will completely lose the benefit of your initiative without this Biomorph. While this Biomorphs doesn’t give you the full benefit of your initiative when attacking into cover, it will save your Tyrant from being cut down before he can get any attacks at all.

Implant Attack
– While the concept of doing two wounds for every wound is appealing, it is only really useful in one circumstance; fighting multiple wound models. Just the plain fact that the game has very few multiple wound models that are not HQ choices should account for the fact that this Biomorph is a waste of points. Not to mention it costs a colossal amount of points for what it can provide. I say save these points and direct them elsewhere, such as towards a set of Wings.

Symbiote Rippers – The biggest advantage to this Biomorph is that it is very cheap for a Hive Tyrant. It might not add a very large advantage in combat, but when your opponent needs to make a Ld test, then this will help push the odds into your favor just a little.

Toxic Miasma – This is a very cheap and very decent upgrade for a Hive Tyrant. It automatically forces your opponent to fight at a slightly lower WS skill, and this can really help in the right circumstances. Against enemies with an already low WS such as Firewarriors and Imperial Guardsmen they will have to roll exceptionally well to even hit your Hive Tyrant. Overall, I give this upgrade two thumbs up; Cheap and Useful.

Toxin Sacs – This Biomorph gets a very high rating for effectiveness with a close combat oriented Tyrant. It bumps it’s ST up just high enough to be able to cause Instant Death with anything that has TO 3 or less, and will make your Tyrant easily capable of wounding things with a high TO, such as Bikes or Death Guard Chaos Space Marines.
This Biomorph should nearly always appear on a close combat Hive Tyrant, unless you already know the nature of your enemies forces and judge them to be weak.

Winged – If engaging in close combat is the purpose of your Hive Tyrant, then this is the single most important upgrade for you to take. The ability to quickly close with your opponent is paramount to success with such a creature, and an extra 6� of movement that can ignore intervening terrain is a huge boost. For a close combat monster, don’t leave home without it.

Part 2 – Ranged Tyrant

The Ranged Hive Tyrant is a very interesting creature indeed. There are several different tactics that you can use with this Tyrant that can be effective. The two that I plan to cover here is the Ponderous Ranged Tyrant and the Swift Ranged Tyrant. The Ponderous Tyrant will spend most of it’s time slogging about the battlefield and therefore requires additional protection and Ranged weaponry with at least a 24� range.

The Swift Ranged Tyrant also focuses mainly on shooting; however, it utilizes the speed of the Winged Biomorph in order to get its devastating weaponry in the right place at the right time. This Tyrant is not limited in the same manner as the Ponderous Tyrant when considering weapon ranges. It is, however, recommended that you use weapons that have greater than 12� worth of range.

Another tip with a Ranged Hive Tyrant is to go all out. If you really want to shoot with this creature, then don’t hold back. Making a Tyrant with a Venom Cannon and a set of Scything Talons is one of the biggest failings of new players. This type of Hive Tyrant is kind of good at shooting and kind of good at close combat, but not excessively good at either. What you should aim for with a Hive Tyrant is to be excessively good at one thing so that you keep its point’s costs low and its returns high.


Preferred Ranged Biomorphs – The main difference that we see between a Ranged Hive Tyrant and its close combat counterpart is where its points are spent. A ranged Hive Tyrant will be spending an incredible amount of points on Weapons and therefore should keep non-weapon Biomorphs to a minimum. If I don’t mention a Biomorph in this section, then it is because I don’t consider it to be a wise choice for a Ranged Hive Tyrant.

Tyrant Guard – Although a Tyrant Guard is not a Biomorph, it is a centerpiece for any successful Ranged Hive Tyrant. Take at least two of these in order to keep your wounds low while you move towards your opponent unleashing volley after volley of Tyranid Ranged death. The Ponderous Hive Tyrant should never leave the Hive Ship without at least two of these cannon fodder to absorb firepower for him.

Barbed Strangler – This is one of the best all around Weapon Biomorphs that a Hive Tyrant can take. It will be able to fire on targets from the beginning of the game and keep this firepower up for as long as it lives. The drawback to this weapon is that it is a ST -1 weapon, which means that you will be forced to buy Toxin Sacs just to keep the ST of the weapon high enough to hurt the myriad of power armored armies out there.

The Ponderous Tyrant will get quite a bit of use out of this weapon due to its large range and the fact that it uses a large blast template will keep your enemies spread out and worried about taking pinning checks. I suggest taking this weapon on a slower Tyrant; however, I don’t recommend Twin linking it. Instead, I recommend taking it in conjunction with a Venom Cannon.

The Swift Tyrant will also get a lot of use out of this weapon; however, the point of the Swift Tyrant is to get the shorter ranged weaponry closer to the enemy. If you take this weapon, then you are wasting the points that you spent on the wings.

Spine Fists – While this weapon is a choice, I believe it is a poor choice for a Ponderous Hive Tyrant. This is mostly due to the fact that a Ponderous Hive Tyrant is a slow moving creature and needs ranged weaponry that can reach out and touch enemies by turn one or two at the very latest.

I also do not recommend this Ranged Biomorph for a Swift Tyrant, however, it is not as poor of a choice. You still have six twin linked shots if you take two of them; however, you are putting yourself directly in charge range of enemy units. When using Spine Fists on a Hive Tyrant, I would attempt to get within charge range (Preferably as close as possible just in case they remove their closest models), shoot, and then charge.

Twin Linked Deathspitter – This weapon biomorph has a decent range, a high ST and comes with a blast template. At first, it sounds like a great option, until you consider the fact that it is assault 1. This is entirely unacceptable for a Hive Tyrant with three base attacks. Only weapons that have assault X or better should ever be chosen for a creature with this much firepower potential. Even two of these on a Hive tyrant means that you are only getting two small blast templates per turn. This investment is not worth the return.

Twin Linked Devourer – This weapon has a moderate ST, Living Ammunition, is Twin Linked and is Assault 2x. This means that if you equip your Hive Tyrant with this weapon, then it will have 6 attacks at a decent ST with rerolls for both Shooting and Wounding. Take two of them and you suddenly have 12 attacks with the same benefits.

The drawback? Its AP is not worth mentioning; literally. While it won’t punch through even the weakest armor in the game, it has an incredibly high chance of both hitting and wounding anything that it shoots at. Any unit that is faced with a high amount of wounds is likely to fail a couple, including power armored troops.

For a Swift Ranged Tyrant this is the best weapon option. In fact, I would take both weapon Biomorphs with this weapon for the high amount of shots that it gets. Always remember that with the Swift Ranged Tyrant, you still have the option of getting close enough to your enemy to fire and then charge. While most of the Tyrant’s combat ability will be eaten up with ranged Biomorphs, it is still a formidable foe up close if for no other reason than it’s a monstrous creature.

Venom Cannon
– This weapon is nearly a prerequisite for a Ponderous Ranged Hive Tyrant since it has a wonderful range, high ST, good AP, and three shots. I would personally always take a Venom Cannon on a Ponderous Tyrant just because of these facts. My favorite combination of weapons on a Ponderous Tyrant, to reiterate, is to take a Venom Cannon and a Barbed Strangler.

The Swift Tyrant, however, is a different story. Again, the reason that you would purchase the Winged upgrade would be to move short ranged weaponry into position as soon as possible and this purpose is defeated when you use a weapon with such a good range.

As far as Twin Linking this weapon goes, I suggest not doing it. Take another ranged Biomorph and give yourself some extra shots rather than just increasing your chance to hit with this weapon. Your chance to hit will already be increased significantly through the wise purchase of Enhanced Senses, which I will touch on momentarily.


Preferred Non-Weapon Biomorphs – The Ranged Hive Tyrant requires very little in the way of these Biomorphs since most of them are aimed at improving close combat prowess or survivability.

Enhanced Senses – This is an absolute requirement for a Ranged Hive Tyrant. Its ability to cause harm to the enemy is predicated upon its chances of success when rolling to hit making this a primary choice. If a Ranged Biomorph is put on a Hive Tyrant, then this should also be present.

Extended Carapace – For the Ponderous Ranged Hive Tyrant, this is an optimal choice. It will help keep your Tyrant alive for as long as possible and in conjunction with Tyrant Guards, he will definitely last several turns.

Obviously, for the Swift Tyrant, it is not an option as Winged and Extended Carapace cannot both be chosen for the same Tyrant.

Flesh Hooks - While not quite so useful for their frag grenade ability, they are still useful for their movement ability. Being cheap, and being able to also equip any Guard with them as well, allow your Shooting tyrant (and retinue) to get into any firing position they want, either for LOS or to make the unit un-chargeable

Toxin Sacs – This Biomorph is also nearly required for a Ranged Hive Tyrant. Every Weapon Biomorph that they can choose from bases its ST value off of the creature that it is mounted on, which means that to have a more effective weapon it needs to have a higher ST. I recommend always taking Toxin Sacs with a Ranged Tyrant.

Winged – This is an easy choice. If you want to use the shorter ranged biomorphs, then I suggest taking this option. If not, then I wouldn’t waste the points on it, since it is quite expensive and will not benefit a Hive Tyrant which has chosen weapons such as Venom Cannons or Barbed Stranglers.

Part 3 – Psychic Powers

Catalyst
– This power is a purely support power. If you plan on building a Hive Tyrant that will arrive at the front line combat at the same time as your Gaunts and other fast combat units, then this power is worth considering. A Winged Hive Tyrant of either the Ranged or Assault nature could possibly benefit his army with this power. Also, if you only have a few points left to work with, then this is one of the three cheap powers that a Hive Tyrant can purchase and therefore increases its in game value.

The downside with this power is that it is only really useful against a handful of opponents that the Tyranids could face; Eldar (Of either variety), Slaanesh Chaos armies and some special units from a variety of armies. There are not great deals of faster opponents and therefore I don’t find this Psychic power to be useful only in certain situations.

Psychic Scream – Yet again, I feel that the Space Marines have been given a better boost than another army. The Space Marine version of this Psychic Power comes with a -2 to Ld tests for all enemies and causes them to test immediately as if they had taken shooting casualties. Forgive me if I treat the Tyranid power with a bit less respect after seeing what other armies have to work with.

I find that this power is great if it works in pairs with other creatures that also have it. If you give it to a couple of Hive Tyrants and a Zoanthrope or two, then you could cause some severe Ld penalties wherever that group of creatures goes. Unfortunately, these creatures could all be moving at different rates of speed and may need to be in different places on the board for tactical reasons. One of the best upsides to this power is that it belongs to the group of three cheap powers that you can purchase for a Hive Tyrant.

If you have a Tyrant that doesn’t require the use of Warp Field, and if you are averse to using Warp Blast, then I suggest taking this power. Otherwise, I suggest using your limited amount of Psychic Powers on something that is slightly more overall useful such as the two I just mentioned.

The Shadow in the Warp – Aside from being one of the most poorly worded upgrades I have seen in a long time, this power is also a power that is only useful in certain situations. If you know that your opponent is fielding a Psychic heavy army, such as an army with Farseer’s or a Librarian, then this power is a must have. The other upside to this power is that it is one of the three cheap powers in the Hive Tyrants list.

However, if you are building a balanced tournament army or you are making a “take all comers� army list, then I don’t suggest taking this as your first or only Psychic power. It will not help you against all armies, and truthfully against many armies it will not help you at all as there will be no Psykers at all.

Warp Blast – Now we are in the range of expensive Psychic Powers. This power gives you some very powerful and tempting firepower for your Hive Tyrant, but it comes with a hefty price tag as far as points are concerned. If your army is routinely facing armies with lots of Power Armor, then I suggest adding this Psychic Power as it gives your army an edge against power armor.

Also, if you are having difficulties taking out tanks, then this power is also highly useful as it is the only ST 10 weapon that Tyranids have which can penetrate vehicle armor. This alone could make the hefty price tag seem like a pittance in the face of a heavily armored foe.

The downside, as I have already stated, is that it is an expensive power to purchase. By not taking this power you could have several other useful Biomorphs. The other downside is that this power can have a devastating effect on your opponent, but only if it hits, and Hive Tyrants are not known for their Ballistic Skills.

Warp Field – This power is the most grossly expensive power in the Hive Tyrants list. Weighing in at a hefty 35 points, however, it provides some Hive Tyrants with a desperately needed save. The Flying Assault Tyrant and Swift Ranged Tyrant, for instance, should seriously consider taking this Psychic Power as it will drastically improve the survivability of your precious Monstrous Creature.

If, however, you plan on using a Ponderous Hive Tyrant, then I suggest leaving this power off and taking a Tyrant Guard or three instead. Although a Tyrant Guard is more expensive, it also comes with extra wounds and is overall more useful, especially if your slow moving Tyrant is assaulted.
 
#2 ·
Really well thought out post, if I could I would have added to your rep.

Just a couple of points.

a Tactica is supposed to be an advice piece not a piece on your preffered fits, please dont take this the wrong way I know a lot of work has gone into this piece and I appluad and like it, but the fact is you kept stating personal preferences and thats not what a tactica is about. Its about the pro's and cons of each option. Again this is not a criticism in any way more a bit of advice on how to structure the tactica, go for the pro's and cons as established in play testing or by concensous of massed opinion rather than the personal angle that way your not leaving yourself open to someone saying your favouring certain options or styles of play etc, your being impartial.
Obviously your input is important and you could state your preferred fit and your reasons why as a seperte part of the tactica.

Implant attack is invaluable for a Tyrant because most opponents will try to hit it with something of equivalent stats and that extra wound is invaluable (its a free wound) couple that with rending claws you get a tyrant with auto wounding on 6+ regardless of WS, TGH, etc and if the oppo fails its save 2 wounds gone.
Also tyrants are awesome against armour so why would you advise avoiding tanks etc, if a Tyrant can take out a Landraider its made its points back, and with rending claws they are fearsome against any armour.

Dont use shooting on Tyrants so I am not qualified to comment on that part of the post.

Any way great post and please take my comments in the way they were intended. Nice work dude. Wish I had the patiance or aptitude to do this sort if thing
 
#3 ·
Very good guide for building the tyrant. There are so many points that I agree with that i won't list them all.

Points that I don't agree on:

Tox-Mi on the tyrant. Based on the role of the CC tyrant as a elite hunter, I would say that the WS biomorph is a better choice, mostly because its cheaper (or so i remember, if it isn't then Ignore this). Both have the same effect.

I-Atk: True, most things in the game have 1 wound but even if you don't send your tyrant at your opponent's HQ, it doesn't stop them from coming to you! Many times I have sent my tyrant at the opponent's lines, only to have their HQ come to me and engage. The ability to put 2 wounds on something is extremely useful, considering that you will most like be fighting multi wound models.
 
#4 ·
H0utg1ass said:
Twin Linked Devourer – This weapon has a moderate ST, Living Ammunition, is Twin Linked and is Assault 2x. This means that if you equip your Hive Tyrant with this weapon, then it will have 6 attacks at a decent ST with rerolls for both Shooting and Wounding. Take two of them and you suddenly have 12 attacks with the same benefits.
The codex indicates that if a model takes two of the same weapon biomorph they count as twin-linked, not two weapons. If the Tyrant has an option (I'm not in front of my codex right now) for a twin-linked Devourer then I would assume it counts as both weapon biomorphs. If not, it will cause numerous arguments I'm sure.

dymew said:
Tox-Mi on the tyrant. Based on the role of the CC tyrant as a elite hunter, I would say that the WS biomorph is a better choice, mostly because its cheaper (or so i remember, if it isn't then Ignore this). Both have the same effect.
I agree, take the cheapest option. Remember that as long as you have a WS one higher than the enemy that's all the benefit you're going to get as a 3+ is the best you can roll to-hit in CC. Taking Tox-Mi will allow you to take Adrenal Glands to raise his I so he'll hit earlier. Personally, I almost never take Adrenal Glands for the WS benefit as hitting first is typically more of a benefit IMO (dead marines never hit back).
 
#5 ·
LordCreampuff said:
The codex indicates that if a model takes two of the same weapon biomorph they count as twin-linked, not two weapons. If the Tyrant has an option (I'm not in front of my codex right now) for a twin-linked Devourer then I would assume it counts as both weapon biomorphs. If not, it will cause numerous arguments I'm sure.
The TL-DEV counts as 1 weapon biomorph since it's offered as 1 weapon choice. They come twin linked

I agree, take the cheapest option. Remember that as long as you have a WS one higher than the enemy that's all the benefit you're going to get as a 3+ is the best you can roll to-hit in CC. Taking Tox-Mi will allow you to take Adrenal Glands to raise his I so he'll hit earlier. Personally, I almost never take Adrenal Glands for the WS benefit as hitting first is typically more of a benefit IMO (dead marines never hit back).
You can take both A-glands as they do different things. You just can't take 1 a gland 5 times.
 
#7 ·
tyranids overloard said:
any` kno wat there abilities are ? or where i could find out
Kinda irrelevant but:

Heirophant's rules are on forgeworld

heirodule's rules are in the IA update.
 
#8 ·
dymew said:
The TL-DEV counts as 1 weapon biomorph since it's offered as 1 weapon choice. They come twin linked
I'm not so sure about that statement. The entry for Raveners has two possible weapon biomorphs - (rending/scything or 2 x scything) Both of these options are two weapons so assuming it's a single entry just because it is listed once may be incorrect (I'm not sure). But, on the other hand the Bone Sword/Lash Whip option on the Tyrant does count as a single choice.
If what you say is true then you are breaking the rule that if you take two of the same weapon biomorph they count as twin-linked. This seems to be a typical GW contradiction.

dymew said:
You can take both A-glands as they do different things. You just can't take 1 a gland 5 times.
I believe this statement is incorrect. It states in the codex that NO biomorph can be taken more than once per model, not that EACH TYPE of biomorph can be taken only once per model. The Adrenal Glands biomorph indicates it can be used to increate I OR WS. Since there is only a single entry in the codex for Adrenal Glands you can take only one. The same holds true for the mace\scythe tail. It is counted as a single biomorph but can be used as either one or the other type.
 
#9 ·
LordCreampuff said:
I believe this statement is incorrect. It states in the codex that NO biomorph can be taken more than once per model, not that EACH TYPE of biomorph can be taken only once per model. The Adrenal Glands biomorph indicates it can be used to increate I OR WS. Since there is only a single entry in the codex for Adrenal Glands you can take only one. The same holds true for the mace\scythe tail. It is counted as a single biomorph but can be used as either one or the other type.
You can only take 1 tail because it indicates that you can only take 1. A glands are different. I believe that there's an example carnifex that uses both, not sure though.
 
#10 ·
Personally, I think the tactica is helpfull. As for the Tl'd devs thing, there was a black gobbo article that had a fex with 2 tl'd devs and it said you get the shots from both. As there isn't a difference in shooting rules for Fexes and Tyrants, I would assume it's the same.

Also, for the adrenaline gland thing, its always been one of each biomorph thing, even in the last dex. Why would they change it? Besides, with the tails it says that you cannot take more than one. It doesn't say that for AG.
 
#11 ·
You Can take 2 Twin-Linked Devourers and u'd get 8 S6 shots that re-roll to hit and would.

(see Carnifex Conversions- Terrorbore for further proof)

And u can take both Adrenal Glands that why they both have different entries and price cost. You can only have one tail morph because the carnifex only has one tail!

But bac to the topic at hand,

Its a nice post, the Tyrant has such an important role and is (arguably) the backbone of the tyranid army and its essential to get it right. Too many people throw to many points at him making him multi-tasking like the carnifex when its better to aim him at just one thing.

But i do see where rikimaru is coming from. I see why u have missed most of the irrelevant biomorphs but things like the rendering claws that are CC Oriented could of done with a pros and cons, as u sed, its a hotly debated topic in the tyranid world, best show both sides.


P.S. If ur going to do this for most of the main units, can i suggest for the carnifex u ask the writer of: Tatica: Equipping your Carnifex (warning! very. very. very. long) on Dakka Dakka (http://www.dakkadakka.com/dakka/Default.aspx?tabid=27&g=posts&t=8466) if he or you post that with maybe some edits for the numbering index thing cos thats confusing to hell, cos that post is one of the best taticas i've ever read.
 
#12 ·
Doesn't taking rending claws cause you to loose the 2d6 you get for being a monstrous creature? (pg.55 in the rule book)

With the claws you then get 6+ d6 then if you roll a 6 you get +d6
Without the claws you get 6+2d6 for being a monstrous creature

I really see no benefit whatsoever against armored targets, so unless you're going after wraithlords and C'tan with your CC tyrant, rending claws don't make much sense to me.

my two cents...

P.S. I liked the tactica other than the rending thing.
 
#13 · (Edited)
a Tactica is supposed to be an advice piece not a piece on your preffered fits, please dont take this the wrong way I know a lot of work has gone into this piece and I appluad and like it, but the fact is you kept stating personal preferences and thats not what a tactica is about. Its about the pro's and cons of each option. Again this is not a criticism in any way more a bit of advice on how to structure the tactica, go for the pro's and cons as established in play testing or by concensous of massed opinion rather than the personal angle that way your not leaving yourself open to someone saying your favouring certain options or styles of play etc, your being impartial.
No matter how much the media wants you to believe that objective writing exists, it does not. This means that even if I took out all the instances where I said "In my opinion" or "my preference" then it would not change the fact that I'm biased towards every option. These are my opinions, even if I don't state it.

In other words, If I thought that there was a drawback, which is my term for "con" in this tactica, then I just said "Here's the drawbacks" rather than make a pros and cons list.

Anyhow, this is what spending six years and earning two degree's as an English Major will do to you. You will drive yourself nuts debating writing styles and objectivity. :)

I-Atk: True, most things in the game have 1 wound but even if you don't send your tyrant at your opponent's HQ, it doesn't stop them from coming to you! Many times I have sent my tyrant at the opponent's lines, only to have their HQ come to me and engage. The ability to put 2 wounds on something is extremely useful, considering that you will most like be fighting multi wound models.
One of the great things about taking a Winged Close Combat Tyrant is that you have a LOT more options as to when and where you fight. Not to mention you can do things like take your Ripper Swarms and Guants and run them right at his HQ. Tie it up for as long as possible and keep him wasting his attacks on cheap units rather than hacking your Hive Tyrant to pieces.

Basically, use your cheap and expendable units to keep those 200 point SM Lords busy while you fly from point to point chopping up his more valuable units.

Tox-Mi on the tyrant. Based on the role of the CC tyrant as a elite hunter, I would say that the WS biomorph is a better choice, mostly because its cheaper (or so i remember, if it isn't then Ignore this). Both have the same effect.
WS is a better choice? No, I don't agree. It's not a BAD choice, but the better option is to go before the enemy goes, even if you are rolling on a higher number to wound. The fact that the Space Marine Lord has an equal weapon skill to your Hive Tyrant will be a moot point when you cut him down before he can make attacks back at you.

Also, remember that Toxic Miasma is ony TWO points more than the WS Glands and it effects every model that the Hive Tyrant is in combat with. It's my opinion that Toxic Miasma should be chosen even before the WS Gland and here's why.

You take the increased Initiative and Toxic Miasma. Now you go and attack an SM Lord. You will go first and only need a 3+ on a D6 to hit him, even though you both have the same weapon skill. Not to mention, he now needs a 4+ to hit you. Very good Odds for the Hive Tyrant winning. :D

P.S. If ur going to do this for most of the main units, can i suggest for the carnifex u ask the writer of: Tatica: Equipping your Carnifex (warning! very. very. very. long) on Dakka Dakka (http://www.dakkadakka.com/dakka/Def...&g=posts&t=8466) if he or you post that with maybe some edits for the numbering index thing cos thats confusing to hell, cos that post is one of the best taticas i've ever read.
Thanks for the advice. I was planning on doing the Carnifex eventually, but Warriors are actually next on my list. :)

EDIT: Oooops, forgot to reply about the anit-tank issue:

If your opponent brings a Land Raider to the game, then yes, it's possible to earn many times your points back by attacking it. I, however, would be much more interested in what is coming out of the Land Raider. I mean, tie up whatever came out of the Land Raider and what can it do then? Not much. Sit around an wait for you to maim and rape whatever he disgorged from it's overly expensive assault ramp.

In the end, I just have to say that I believe it's unwise to spend points on "hopes" rather than spend a couple more points for "facts". When you buy Rending Claws you are hoping, that you get a six when you roll for armor penetration. When you buy another set of Scything talons it's a fact that you will get an additional attack. I certainly don't pin my hopes on other hopes. I prefer to pin my hopes on facts. :)
 
#15 · (Edited)
Y'know, I hoined LO just before V4 40K came out. I read the Tyranid Tactica that was pinned at the top of the forum and was VERY impressed. I have been hoping for something of this nature for a long time, (being creatively impaired, there was no way I was going to try it). Hourglass I am very impressed, you should have got your cookie by now. My one issue is one that has already been mentioned, in that every single option in the army list is useful, somehow, (as in nothing is completely useless, close maybe), and a list of all options with pros and cons would be ... more comprehensive, I guess. All in all, I very much liked it. I look forward to seeing the completed work, (possbily pasted all together, or somesuch). Thank you very much.

Oh yeah, you missed one Tyrant, the BaitTyrant. Sorry, couldn't resist.
 
#17 ·
I would like to say thank you to everyone who has given me compliments whether here, through PMs or by email. Hearing "We like this, keep it coming" helps keep me motivated to produce these kinds of articles for everyone. :)

I think I'm going to edit the Rending Claws section a bit in order to offer both points of view on the subject. I realize that my writing is a bit biased, and that's not entirely good, so I'll revise one or two options to give both sides of the story. Hopefully this will make everyone happy, or at least most people. :rolleyes:
 
#18 ·
H0urg1ass said:
WS is a better choice? No, I don't agree. It's not a BAD choice, but the better option is to go before the enemy goes, even if you are rolling on a higher number to wound. The fact that the Space Marine Lord has an equal weapon skill to your Hive Tyrant will be a moot point when you cut him down before he can make attacks back at you.

Also, remember that Toxic Miasma is ony TWO points more than the WS Glands and it effects every model that the Hive Tyrant is in combat with. It's my opinion that Toxic Miasma should be chosen even before the WS Gland and here's why.

You take the increased Initiative and Toxic Miasma. Now you go and attack an SM Lord. You will go first and only need a 3+ on a D6 to hit him, even though you both have the same weapon skill. Not to mention, he now needs a 4+ to hit you. Very good Odds for the Hive Tyrant winning. :D
I'm a bit confused. The quote your talking about is between AG-WS and Toxic-Mi....So are you suddenly saying int is better than AG-WS when it wasn't part of the question? And as for the example you gave, either way you would go first and hit on a 3+ if you took both AG or Ag-I and Tox-Mi. The only time that tox-mi really makes a difference from Ag-WS is when against ws3 people, so they would hit you on a 5+. If your fighting Ws4 or 5, then its pretty much the same thing.
 
#19 ·
I always try to get my nids as close to INIT 5 as possible. There aren't too many enemy models that beat that and hitting first in CC should always be your priority. I would much rather hit fewer times but strike first then the other way around. As to whether I take AG-WS or ToxMi solely depends on the model's base INIT. There have been multiple discussions about if you can take both AG-I and AG-WS on the same model. As I read it you can't so I will typically take the AG-I/ToxMi combo to allow me to hit first and hit harder with all my CC models.
 
#20 · (Edited)
Here are some of my comments:

Part 1
Lash Whip & Bone Sword - Honestly, this makes for a good 'support' Tyrant. This is not for the Tyrant who plans to fly solo around the board. This is for the Tyrant who plans to hit the line at the same time as its gaunts. You get the catalyst benefit for the gaunts. Also, the lash whip is handy to reduce return attacks against the Tyrant. Especially if the Tyrant gets charged. While not necessarily the best choice for a Tyrant who wants to be alone, it does have its place in the Tyranid Army.

Rending Claws - There is a debate over theses. Technically, since rending claws are weapons that modify penetration rolls, a MC with rending claws loses its 'natural' 2d6 pen ability. That probably wasn't the intention. So it means you lose 2d6 pen all the time, for auto wound and 2d6 pen on a 6. Is the auto wound on a 6 to hit worth losing the always 2d6 pen? Perhaps. It is also cheaper than STs. It's not really a great, though, since against most models a S6 (with Toxin Sacs) will wound on a 2+ anyway. It gets added benefit against T5 or better models, but then the extra attacks that ST give would still be useful there too as additional chances to wound.

Acid Maw - I don't think it's as wonderful as you make it out to be. First, it allows rerolls to wound. Ok, fine and dandy, but with a S6 you're wounding on a 2+ against almost everything except T5 models, like a few characters or bikes. Second, it only works in the first round of combat. It doesn't seem very cost effective to me. Bio-plasma is cheaper and works every round (although it has its own dangers).

Adrenal Glands - There is debate about this. Yes, they are listed under the same entry in the Biomorph Enhancements section of the codex. They are also listed separately on the options to purchase with different costs. They do not have a caveat there saying you can choose only 1. If they intended to allow only one, they could easily have done so by having only 1 entry line, with different costs similar to how they showed strength cost increase for ranged weapons. So, are Adrenal Glands (WS) and Adrenal Glands (I) one or two different biomorphs? I don't know. General consensus on most forums and clubs seems to be they are 2 different biomorphs. I agree that Ad-I is much more important than Ad-WS for a Tyrant.

Bio-plasma - I disagree that Acid Maw wins hands down. Acid maw only works for the first round of combat, plus your chances to wound are so great the odds are you won't even need the rerolls. Bio-plasma is an extra attack at S+1. It only hits on a 4+, but you can't hit better than a 3+ in CC anyway so it's not big of a loss. The I increase helps, even with Ad-I. some armies have super high I units, or (like Slaanesh) have I reducing abilities. Bio-plasma will still go first. The disadvantage is that it loses the MC bonuses of ignoring armor and armor pen (although it does technically gain rending if you take RCs). The other disadvantage is that it hits before any of the Tyrant's other attacks. This means an opponent that loses a model can choose the model in btb with the Tyrant, thus preventing the Tyrant's other attacks from occurring. Overall, it's a toss up.

Extended Carapace - In general I agree. It's best to leave off Extended Carapace in order to take Wings for a CC-oriented Tyrant.

Flesh Hooks - A must, and cheap.

Implant Attack - They *can* be useful, but honestly I don't think they are worth it. They are only useful, in general, against enemy characters. Most armies will have 1, maybe two characters. Most characters only have 2-3 wounds. A Tyrant with 5 S6 attacks, generally, will hit enough and wound enough to have a decent chance to do 3 unsaved wounds a round to a character. Sure, IA can be useful. Especially against TS Chosen with 2 wounds a piece. Is it really a must for a CC Tyrant? Maybe. Those points can be spent to upgrade something else, or to get more gaunts/stealers/etc.

Symbiote Rippers - Pretty much a waste on MCs. A single +1 won't make much of a difference. Unless you go up against a large fearless enemy squad where they are reduced to a 10-man squad (and your Tyrant's model count is now 11 with ripper) so you outnumber them. Otherwise, the natural 10-model count for MC is enough. Now, if Tyrants could take Thornback ...

Toxic Misama - It'snot as great as you think. Other than against WS3 models it has the same effects of getting Ad-WS. Also, it doesn't "effect every model that the Hive Tyrant is in combat with" Actually, it only affects models that the Tyrant attacks or that attack the Tyrant. It does NOT affect every enemy model in the same combat as the Tyrant. In effect, it only affects the Tyrant (whether the Tyrant hits or is hit). If it your premise is that you can only take a single Adrenal upgrade, then certainly take Ad-I and then Toxic Miasma. If you can take more than a single Adrenal then it isn't so clear. You save a few points with Ad-WS, but it is nice to only be hit on a 5+ if facing WS3 opponents. Or, even better, take both Ad-WS and Toxic Misama. :p

Toxin - Really a no-brainer. You need to take this. Sure, you could save yourself some points not taking it. It also weakens your Tyrant a whole lot.

Wings -You can have a good CC oriented Tyrant that doesn't have wings. A walking Tyrant+2/3 Guard is a monster unit in CC. The problem is getting them there (same problem a Carnifex has getting into CC). Wings are a great help and definitely recommended if you have the points.

Part 2

Guard - Yep. A must for a non-winged ranged shooter. However, I think 1 guard can work just fine. Sure, more are better in the sense that they soak up wounds. However, since they have no ranged attack that's all you will be using them for... wounds. This can get a little bit expensive to field 2 or 3, and those points can be used elsewhere in your army.

BS - I don't know. A single S5 template just doesn't fill me with joy. There are much better ranged weapon options for the Tyrant to take advantage of it's abilities. Sure, the range is nice, as is the large template ... but I disagree it is one of the best options for a ranged tyrant. It has its uses, but it really is much better as a Carnifex weapon.

Spinefists - The advantage is that they are cheap. They don't work well on a ponderous tyrant, but can work on a swift one. They aren't the best choice. A TL devourer is only 8 points more, for double the shots and rerolling wounds.

TL Deathspitter - Agreed. The only reason to think about taking a deathspitter is that it becomes a S7 weapon, which is good against light vehicles. regular blast templates have been reduced in effectiveness since they have to target a model, plus it doens't make use of the Tyrants 3 base attacks. Move on.

TL Devourer - Really, it has become the best ranged weapon for a Tyrant, rivalled only by the VC. With only 1, 6 S6 shots that reroll to hit and to wound is amazing for only 12 points. There is some debate about whether you can take 2 of them. The Tyrant entry does not say you can't (unlike Tails, or Crushing Claws). Since, as they are purchased as TL, they fire as a single weapon, you should be able to fire two TL Devourers. The only real problem becomes, if you buy two TL devourers, according to the Tyranid rules you should twin-link them. But, you can't twin-link weapons that are already twin-linked. So, it becomes, do you not allow a second TL weapon to fire, or do you ignore the Tyranid "2 of the same ranged weapon count as twin-linked" rule if the weapons are already twin-linked. General consensus from most boards I have seen is that you ignore the rule for them since they are already twin-linked. Black Gobbo, although not official, seems to agree since they listed a carnifex wielding two TL-Devourers and claimed it got its 8 shots. With the range increase for the Devourers, this weapon is good for both ponderous and swift Tyrants, although it is better on the swift. No AP, but with the sheer number of shots, plus rerolling hits and wounds, means that your opponent will be rolling a lot of armor saves. Even SM will fail enough to make the AP - not be too much of a detriment (and since at best it would be AP 4 or 5 ...)

Venom Cannon - The grand-daddy of the weapons in the Tyranid arsenal. This is a great weapon, utilizing and enhancing the Tyrant's abilities. Increased S makes it able to affect all vehicles (even without being able to penetrate), including the heaviest of tanks. It makes use of the Tyrants 3 attacks to give it the shots of a heavy bolter. It also have the best AP of all the Tyranid ranged weapons, making it even more dangerous against non SM/3+ armies. Twin-linking it really isn't cost effective, but it's best to definitely use 1 on a ponderous, and it can even be useful on a swift tyrant.

Enhanced Sense - Yes, a useful upgrade.

Extended Carapace - Can be useful on a ponderous Tyrant, but if you have Guard then most of your hits and wounds should be allocated to them anyway. They only have a 3+ save. You don't really gain much use out of the 2+ save until your guards get eliminated or you get involved in CC. I'd recommend that if you take Guard, save the points and don't use extended carapace.

Toxin Sacs - Since the strength of Tyranid ranged weapons depends on the strength of the Tyrant, and the Tyrant can never exceed (meet yes, exceed no) the maximums for the weapons, then Toxin Sacs are a must.

Wings - Not as easy a choice. Unless you take spinefists, 18" range for devourers still isn't bad. Add the 6" move and you will likely be able to hit enemy models on Turn 1, almost definitely by turn 2 at least. There is no real NEED to take wings. Taking wings gives you more maneuverability and Synapse range. On the downside, you can't take Guard or the cheaper Extended Carapace. It pretty much becomes a must to take Warp Field. Add the cost of that plus the huge cost of wings and it sinks a lot of points into the Tyrant. I'm not saying it is a bad choice, but a walking tyrant with guard, even with Devourers, works quite well. The only Tyrant that really NEEDS wings is a CC Tyrant.

Flesh Hooks - You didn't add these to your list. While not quite so useful for their frag grenade ability, they are still useful for their movement ability. Being cheap, and being able to also equip any Guard with them as well, allow your Shooting tyrant (and retinue) to get into any firing position they want, either for LOS or to make the unit un-chargeable.
 
#21 ·
H0urg1ass said:
I think I'm going to edit the Rending Claws section a bit in order to offer both points of view on the subject. I realize that my writing is a bit biased, and that's not entirely good, so I'll revise one or two options to give both sides of the story. Hopefully this will make everyone happy, or at least most people. :rolleyes:
As someone said, objectivity would be nice, and you are right that you can't truly objective here. Choosing to present both sides is as close to it as can come, and it allows the reader to actually think through both sides with you. I don't mind the 'I believes', or whatnot, since you should have your own two-cents in there.

Beyond that though I thought it was a helpful article for its comprehensiveness.
 
#22 ·
dvang said:
Rending Claws - There is a debate over theses. Technically, since rending claws are weapons that modify penetration rolls, a MC with rending claws loses its 'natural' 2d6 pen ability. That probably wasn't the intention. So it means you lose 2d6 pen all the time, for auto wound and 2d6 pen on a 6. Is the auto wound on a 6 to hit worth losing the always 2d6 pen? Perhaps. It is also cheaper than STs. It's not really a great, though, since against most models a S6 (with Toxin Sacs) will wound on a 2+ anyway. It gets added benefit against T5 or better models, but then the extra attacks that ST give would still be useful there too as additional chances to wound.

I do not see why there is any confusion about RC attacking vehicles. The example on pg.55 gives a wraithlord with powerfists as an example of somehting that would cause a MC to loose its extra d6 for armr pen. and says that any MC with a weapon that augments strength or works unusually would also loose the extra d6. On pg.46 are the general types of special CC attacks, those that would have any effect when attacking a vehicle are : Power fist, Thunder Hammer, Witchblade, and rending weapons. In fact the TH, WB, and rending rules specifically mention how they affect vehicles in an abnormal way. So if a monstrous creature has any of these weapons they loose their extra d6 according to the rules. I think this was completely intentional, otherwise a hive tyrant could potentially have an armor pen. of 30 and a fex 34. This doesn't mean you can't choose not to use rending claws, or other special CC weapons, when attacking vehicles, the wraithlord above could roll 10+d6 or 5+2d6. Sorry I just don't see why this is an issue, it's fairly clear in the rules.
 
#23 ·
Bugs_n_Orks said:
I do not see why there is any confusion about RC attacking vehicles. The example on pg.55 gives a wraithlord with powerfists as an example of somehting that would cause a MC to loose its extra d6 for armr pen. and says that any MC with a weapon that augments strength or works unusually would also loose the extra d6. On pg.46 are the general types of special CC attacks, those that would have any effect when attacking a vehicle are : Power fist, Thunder Hammer, Witchblade, and rending weapons. In fact the TH, WB, and rending rules specifically mention how they affect vehicles in an abnormal way. So if a monstrous creature has any of these weapons they loose their extra d6 according to the rules. I think this was completely intentional, otherwise a hive tyrant could potentially have an armor pen. of 30 and a fex 34. This doesn't mean you can't choose not to use rending claws, or other special CC weapons, when attacking vehicles, the wraithlord above could roll 10+d6 or 5+2d6. Sorry I just don't see why this is an issue, it's fairly clear in the rules.
As far as I know when you roll a 6 to hit you get 2D6 for the monstrous creature and an extra D6 plus strength for the rending so thats STR6+2D6+1D6 which is nice.
Thats according to the FAQ V4.01 for tyranids that was produced for the previous nid codx and as far as I know nothing has been said otherwise or updated, So the 3D6 for penetration applies.
Also the rending does not augment strength it simply adds D6 to the penetration roll, it says nothing about adding to the strength of the creature. The creatures strength stays as standard hence for instance a Genestealer rolls a 6 so it gets base strength 4+6 plus the extra D6 its strength stays at 4, subtle difference but valid.
So the Tyrant would get Str6 plus the 2D6 for penetration (which is not a strength augmentation as its strength stays at 6) plus the D6 for rending. A power fist for instance specifically states it doubles the users strength, thats a strength augmentation, Rending claws are not they are an armour penetration augmentation (the claws are so sharp and strong they penetrate armour easily despite strength thats why a puny str4 stealer can rip apart a Landraider)
 
#24 ·
See, I'm a little confused. In the core book it says rending only ignores armor on a roll of a 6. But the FAQ says rending ignore armor no matter what and you ONLY get the extra d6 vs. vehicles if you roll a 6 instead of always an extra d6. I see people talk around here and it confuses me on what rules I should be using...should I go back to the core book and use those rules since the FAQ was for the old codex? or should I continue to use the FAQ rending rules?
 
#25 ·
Lash Whip & Bone Sword - Honestly, this makes for a good 'support' Tyrant. This is not for the Tyrant who plans to fly solo around the board. This is for the Tyrant who plans to hit the line at the same time as its gaunts. You get the catalyst benefit for the gaunts. Also, the lash whip is handy to reduce return attacks against the Tyrant. Especially if the Tyrant gets charged. While not necessarily the best choice for a Tyrant who wants to be alone, it does have its place in the Tyranid Army.
Nothing in the Tyranid list of consequence is below I 4. This means that they will at least go simultaneously with the majority of opponents in 40k. That being said, there is no real reason for them to have to "make their attacks back" even if they die before their round of combat.

Yes, the lash whip is handy, but I'm banking on the Tyrants high I and ST to drop my foes before they get to make their attacks, which preemptively gets rid of their attacks. Granted, you won't always kill whatever you are attacking, but I still prefer two sets of Monstrous Creature Scything Talons. More attacks = More Hits = More Wounds = More Dead Enemies "therefore" Scything Talons are the best option for the Hive Tyrant. (Rending claws are absolutely definitely better on non Monstrous Creatures)

Acid Maw - I don't think it's as wonderful as you make it out to be. First, it allows rerolls to wound. Ok, fine and dandy, but with a S6 you're wounding on a 2+ against almost everything except T5 models, like a few characters or bikes. Second, it only works in the first round of combat. It doesn't seem very cost effective to me. Bio-plasma is cheaper and works every round (although it has its own dangers).
I take this because of the overall law of averages. Remember, you have 7 attacks on the charge with my optimal setup, but they aren't all going to hit. Agianst most enemies out there, three of these will miss. That gives you four chances to wound. Now that you are down to only four chances to wound with ONE creature, you had better make sure those wounds take place. I dont' know how many times I've seen two of those four wounds come up with 1's. This aggravates me to no end, and is probably why I dump the extra points on it.

Also, there will be situations out there where you will need to wound on 3's or higher, like with TO 5 or up models. I just like having rerolls of any sort. If there was a 15 point Biomorph that let you reroll attacks, then I'd buy it too. Even for the cost. :)

Acid Maw - I don't think it's as wonderful as you make it out to be. First, it allows rerolls to wound. Ok, fine and dandy, but with a S6 you're wounding on a 2+ against almost everything except T5 models, like a few characters or bikes. Second, it only works in the first round of combat. It doesn't seem very cost effective to me. Bio-plasma is cheaper and works every round (although it has its own dangers).
I'm 100% positive that the reason they are listed under the same section in the book is because GW is lazy and wanted to conserve writing. I'm without a shadow of a doubt certain that you can take both of these Biomorphs at the same time.

Bio-plasma - I disagree that Acid Maw wins hands down. Acid maw only works for the first round of combat, plus your chances to wound are so great the odds are you won't even need the rerolls. Bio-plasma is an extra attack at S+1. It only hits on a 4+, but you can't hit better than a 3+ in CC anyway so it's not big of a loss. The I increase helps, even with Ad-I. some armies have super high I units, or (like Slaanesh) have I reducing abilities. Bio-plasma will still go first. The disadvantage is that it loses the MC bonuses of ignoring armor and armor pen (although it does technically gain rending if you take RCs). The other disadvantage is that it hits before any of the Tyrant's other attacks. This means an opponent that loses a model can choose the model in btb with the Tyrant, thus preventing the Tyrant's other attacks from occurring. Overall, it's a toss up.
Yes, you are right. This may be a more useful Biomorph than I made it out to be originally, but that's because I've no luck with this thing at all. I'm biased towards it because it doesn't gain the MC benefit and only hits half of the time. Also, if you are in combat with something that has initiative better than a 6, then that Dark Eldar Archon and his Squad have already won the combat. Don't worry about getting in one shot before you go down. :)

Also, it doesn't "effect every model that the Hive Tyrant is in combat with" Actually, it only affects models that the Tyrant attacks or that attack the Tyrant. It does NOT affect every enemy model in the same combat as the Tyrant. In effect, it only affects the Tyrant (whether the Tyrant hits or is hit).
My statement is still correct. It DOES effect every model that the Hive Tyrant is in combat with. If he is not attacking them in that engagement or they are not attacing him, then he's not in combat with them. See? ;)

BS - I don't know. A single S5 template just doesn't fill me with joy. There are much better ranged weapon options for the Tyrant to take advantage of it's abilities. Sure, the range is nice, as is the large template ... but I disagree it is one of the best options for a ranged tyrant. It has its uses, but it really is much better as a Carnifex weapon.
It doesn't really fill me with any great sense of joy either, but I've found that it works well as the extra weapon on a Tyrant. Especially a slow moving one and here's why: It uses the large blast template (Which just scares the poo out of most opponents), and if you do cause a wound, then they have to check for pinning. Not to mention, you can't get 6 VC shots, so you might as well take a VC and another weapon with the same range to get an extra shot.

Extended Carapace - Can be useful on a ponderous Tyrant, but if you have Guard then most of your hits and wounds should be allocated to them anyway. They only have a 3+ save. You don't really gain much use out of the 2+ save until your guards get eliminated or you get involved in CC. I'd recommend that if you take Guard, save the points and don't use extended carapace.
Yeah, I know you take wounds on majority armor save, but still. One Guard will drop pretty quickly against an army with several lascannons or missile launchers, so it's not too bad of an idea to still attempt to get a save after all your Guards are gone.

You could save the points, which isn't a terrible idea. I'll add something to that effect when I revise the tactica. :)

Flesh Hooks - You didn't add these to your list. While not quite so useful for their frag grenade ability, they are still useful for their movement ability. Being cheap, and being able to also equip any Guard with them as well, allow your Shooting tyrant (and retinue) to get into any firing position they want, either for LOS or to make the unit un-chargeable.
Ok, good idea. I'll add this one on too. I forgot about it, since I've never played on a single table that had impassable terrain. It just slipped my mind that it's useful for movement purposes too.
 
#26 ·
Loestal said:
See, I'm a little confused. In the core book it says rending only ignores armor on a roll of a 6. But the FAQ says rending ignore armor no matter what and you ONLY get the extra d6 vs. vehicles if you roll a 6 instead of always an extra d6. I see people talk around here and it confuses me on what rules I should be using...should I go back to the core book and use those rules since the FAQ was for the old codex? or should I continue to use the FAQ rending rules?
If your refering to the Faq for Hive Tyrant rending, then the Tyrant always ignores armour saves he is a Monstrous creature and they always ignore armor saves. The benefit of Rending for Tyrants is it grants an automatic wound on a roll of 6 irrespective of weapon skill or toughness of the opponent. So your not having to roll say a 4+ to hit then rolling to wound, with implant attack its incredibly usefull against high WS high TGH models.
Certain parts of the FAQ are now redundant but as far as I can see the rending is not, as the rules for rending are universal and the Nid codex did not change that(rending is rending in the old nid codex and is still rending in the new one). So I would say the rending rule in the FAQ applies.