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Tyrant Guard Question

1060 Views 17 Replies 9 Participants Last post by  LordCreampuff
It doesn't state in the codex how many Tyrant Guard you can have in an army. I wanted to know if there was a limit. I was thinking of making a Godzilla army, and wanted each TMC to have one Tyrant Guard.
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if you read very closely in the tyrant's description you'll notice that it says it can take a retinue of 1-3 of them, so only walking tyrants can take em.
If you read over the entry for the Hive Tyrant, you'll see that they have an entry that states they may take a retinue of Tyrant Guard. No other unit entry has this option.

Next, if you read the Tyrant Guard unit entry, you'll see that they specifically mention what unit may have Tyrant Guard and up to how many he may have.

In a Godzilla list the most that you could run is two Tyrants, each with three Guards.
But in the Chapter Aprroved, it says that the Guards could join the Carnifexes. Could I start the Guards on the Hive Tyrant, then slide them over to the fexes?
the CA article means nothing as it was printed for the 3rd edition codex not the 4th edition codex.
drexelshafter said:
But in the Chapter Aprroved, it says that the Guards could join the Carnifexes. Could I start the Guards on the Hive Tyrant, then slide them over to the fexes?
What Chapter Approved is this? Sounds to me like an old 3rd Edition rule. In the new 4th Edition codex, you can no longer do that.

Edit -
Darn you Dreachon! That's twice now in the same thread!
Yep, sorry. Looks like I have my hands on a 3rd Edition CA. Thanks guys.
Caluin said:
Edit -
Darn you Dreachon! That's twice now in the same thread!
LOL! You have to learn to type quicker Caluin.
drexelshafter said:
Yep, sorry. Looks like I have my hands on a 3rd Edition CA. Thanks guys.
I think it mentions in the 4th ed codex (at work and can't double-check) that tyrant guards can be joined by other TMCs, but can never be joined to more then 1 TMC at a time, and also stated that the tyrant could leave the guards. So you could buy them with a Tyrant, then during play move them to guard a fex instead if you like. Like when a regen fex needs a shield to buy time to actually regen.
No you can't, the tyrant is bought as a retinue for the Tyrant, it can never leave it's retinue, also MC can't join or leave units.
Yeah, Tyranid MCs aren't Independant Characters. This is, in a way, good because a Tyrant can't be picked out in close combat if he's with his Guard.
Not to mention that your opponent will need to do 3 wounds get them under 50% to get half victory points for them (counting as non-vehicle units), as opposed to ICs when they are worth half for being hurt at all.
Ostsol said:
Yeah, Tyranid MCs aren't Independant Characters. This is, in a way, good because a Tyrant can't be picked out in close combat if he's with his Guard.
Really? That the HT is not an independent character 'overrides' the description of the guard as 'retinue'? So the situation is more like a marine squad with a veteran sergeant?

Are there any other cases of non-independent characters with retinues?

Otherwise, cyeul...
andrewthotep said:
Really? That the HT is not an independent character 'overrides' the description of the guard as 'retinue'? So the situation is more like a marine squad with a veteran sergeant?
Well, the function of the Guard is to prevent him from being picked out by shooting due to being a Monstrous Creature - there is no mention of the Tyrant being an Independant Character.

andrewthotep said:
Are there any other cases of non-independent characters with retinues?
Yes - I can think of one other place where this anamoly shows up. The Space Wolves codex has two special characters that can have a retinue of bodyguards, but don't count as Independant Characters.
Caluin said:
Yes - I can think of one other place where this anamoly shows up. The Space Wolves codex has two special characters that can have a retinue of bodyguards, but don't count as Independant Characters.
That must suck when the rentinue is killed off but the character remains, since it will always remain a viable target.
The biggest plus about the Tyrant guard is that it essentially gives the Hive Tyrant 3 more wounds at a decent save for a decent price because they can't be instant killed,
Laplace said:
The biggest plus about the Tyrant guard is that it essentially gives the Hive Tyrant 3 more wounds at a decent save for a decent price because they can't be instant killed,
Totally. 15 points per wound is the same cost as reinforced chitin (I know tyrants can't get that) except you can take a total of 9 of them (3 guards). Not too shabby in CC if they ever get there and an excellent wall of protection for a shooty tyrant.
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