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Made in us
Brainy Zoanthrope




Knoxville TN

So I've been away from the game for about 6 months and just picked up the new nid codex. I have played 40k for the better part of 14 years so I'm not a total noob but just have a quick question...

I've been noticing the Tyrannofex in a lot of lists and I am trying to figure out why? It seems like a big point sink and not a lot to offer. Everything that it can do is not necessarily bad, but there is something else that can do everything better. This is just the way it seems on paper and I was wondering if I'm missing something. I haven't gotten to play with one and before I try and dish out a conversion I want to make sure it's worth it.

So basically, for those that have success with them...how do you kit them out and how do you typically play them.

Thanks
   
Made in us
Huge Hierodule





Louisiana

T-Fexes are taken in groups because one taken alone will invariably WHIFF on its shots when you need them most desperately. Taking spares helps to alleviate that.

I'm actually debating whether to add one to my 'stunlocker' list that i'm currently molding. S10 shots can come in handy from across the board, and ones that will actually explode whatever they can penetrate certainly have use.

Basically just keep them moving forward with your other TMC's while firing the cannon every turn and hoping to flip some tanks. If you need long-ranged shooting that has a fair chance to damage AV14, T-Fex is your best bet.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Mindless Spore Mine



gainesville,fl

T-fex rocks. It was my 'ard boyz vip hands-down. the ability to move-fire 2 str.10 shots, a flamer template for close range and pie plate for close/medium range with the added bonus of being one of your harder to kill MC is a deal. They are a bit expensive but your not gonna lose them to a melta gun like Zoans and they pop armor better and at longer range than hive guard. Now I'm not saying you should skip 'thropes or guard but I think the T-fex is a must against an army with armour transport/support,i.e IG,SM, etc.

This message was edited 1 time. Last update was at 2010/05/27 01:58:47


 
   
Made in us
Fresh-Faced New User






For 250 points, BS3 and no invulnerable save; I'd use him as a piece of art.

AKA Dan; Co-host of The Eternal Warriors and Dice Like Thunder podcast 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

Max the Dog wrote:For 250 points, BS3 and no invulnerable save; I'd use him as a piece of art.


The lack of invul save, really doesn't have that much of an impact on him. He's still very durable, to the point that most opponents will completely ignore him.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Hardened Veteran Guardsman




There are a couple of reasons people like T-fexes:

1) They're really the only long range AT in the new codex. This can't be emphasized enough.

2) six wounds with a 2+ save means they are the most durable model in the entire codex.

3) They have enough anti-infantry power to scare off anything but dedicated assault units.
   
Made in us
Committed Chaos Cult Marine





they don't need an invun save when you can give them cover. Use them with an MC wall, or torrent of fire list. they can add some MC power to an combat when your army hits home.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in ca
Infiltrating Broodlord






Theyre used because all the other anti tank is in the elite slot, which is restricted to only 3 units. Theyre also very difficult to kill, have a fair share of weapons, and are still 6W MCs at the core.

I dont think you should take more than 1 (unless youre at 2500), but theyre definitely worth it.

Tyranids
Chaos Space Marines

 
   
Made in ph
Irked Blood Angel Scout with Combat Knife





To some effect the psychological effect of the t-fexes is a factor

Shooting it too much might result to smaller units getting in, shooting it too little then you have a problem when it goes to cc.

Either way 250 points, that's relatively cheap!

Mephiston isn't a space marine, he's a tornado with a sword. 
   
Made in us
Hurr! Ogryn Bone 'Ead!





6 wounds, T6, and a 2+ save isn't anything to sneeze at. Who care about an invulnerable, it's one of the most durable things in the game.
   
Made in gb
Regular Dakkanaut





Drummerboy wrote:I've been noticing the Tyrannofex in a lot of lists and I am trying to figure out why? It seems like a big point sink and not a lot to offer. Everything that it can do is not necessarily bad, but there is something else that can do everything better. This is just the way it seems on paper and I was wondering if I'm missing something. I haven't gotten to play with one and before I try and dish out a conversion I want to make sure it's worth it.
48" range baby! While BS 3 is weak, the Str 10 makes it as good as two marines with Las cannons against heavy armour.

to Immobilise/Wreck
Tyrannofex . .AV14 - 18.50% AV13 - 25.85% AV12 - 32.85%
Lascannon x2 AV14 - 14.27% AV13 - 24.25% AV12 - 33.61%


Battle reports and random musings on my blog - http://lyracian.blogspot.com/ 
   
Made in us
Brainy Zoanthrope




Knoxville TN

hmm...I guess I can see why it'd be a tough unit. I never doubted that. Maybe I'll look into running one in larger games (2k and up).

Do you try and get him itno cc or do you try and play more of a med-short ranged game with him? Seems like he'd be pretty good and wiping a squad or so per turn just about up close.

Thanks for all the feedback. Much appreciated.
   
Made in fi
Kabalite Conscript




Remember that T-Fex can fire 3 weapons a turn. Also what are the other options compared to T-Fex? You need that anti tank in order to be competitive and both Hive Guard and Zoans are in elite slot. HG can pop transports and light vehicles like no tomorrow but is not so hot against heavy armor. Zoans kill everything they see but have short range and are weak to anti-psyker abilities. Tyrannofex is great when supporting lots of Hive Guards because they don't shoot at the same kind of targets.

Of course you can pop vehicles in melee but you have to catch the boxes first and then hit them too. Tyrannofex at least can get cover save. Trygon is like Eiffel Tower and everything on the field can probably see it.
   
Made in us
Hardened Veteran Guardsman




Drummerboy wrote:hmm...I guess I can see why it'd be a tough unit. I never doubted that. Maybe I'll look into running one in larger games (2k and up).

Do you try and get him into cc or do you try and play more of a med-short ranged game with him? Seems like he'd be pretty good and wiping a squad or so per turn just about up close.

Thanks for all the feedback. Much appreciated.


I rarely charge them into CC with anything but vehicles, because of their low WS skill they can get locked in combat very easily, which prevents them from shooting. I typically advance them up the field every turn, unless there is a lot of melta/plasma spam going on.
   
Made in us
Fixture of Dakka






San Jose, CA

The T-fex is the Nose Tackle of a Tyranid list. Big, burly, and brutish - it's the TMC you want in front, such that anything trying to get at your Tervigons or Hive Guard has to pass nearby (while giving them cover saves). It also gets guns which make it painful for your enemy to ignore, but it's not scoring, so shots spent trying to kill a T-fex are shots spent off-mission.

Yes, it's expensive. In order to make the expenditure an efficient one, you have to use all of it's strengths - it has a lovely long-range gun, a decent short-range blast*, a flamer, decent HtH capability, solid armor, and SIZE.

The Rupture cannon (never leave the hive ship without one) should be pointed at fast-moving transports first. Yes, you can kill Land Raiders with it, but don't try until the Rhinos/razorbacks/Storm Ravens are dead.

The Cluster Spines can be useful to force more armor saves, which is how most Tyranid shooting works. Also, you can fire them at vehicles, and aim for the edge, to catch previously-disembarked passengers, while keeping the rupture cannon on-target.

Of the flamer options, I prefer 2+ poison, in the spirit of forcing more saves. I have used the S3 rending option before, though, with some success. In brief, it's a flamer template, which is valuable for dropping a few models before...

Assault. Yes, you're going to want the T-fex in assault. There are three things it does pretty well: assaulting vehicles, where it's MC status stands it in good stead; assaulting non-assault units, who have a REALLY hard time hurting it back; and tying units down until you can get your own assault unit(s) over to help. So long as you aren't assaulting T-hammer termies or Nob units, the wounds a hidden powerfist can inflict won't kill your T-fex in a single round.

The T-fex has the best armor you can get, outside of a Zoanthrope. Use it. Trust it. But watch out for railguns & obliterators.

Size. We don't have an official model, but I (and others) anticipate the T-fex/Tervigon combined kit as being bigger than a Carnifex, shorter than a Trygon, and on the new Valkyrie/Trygon base. So a) the T-fex should be able to get cover from things that wouldn't protect a Trygon; and, more importantly, b) the T-fex can GIVE cover to vulnerable Tervigons (and everything smaller).

Quis Custodiet Ipsos Custodes? 
   
 
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