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![[Post New]](/s/i/i.gif) 2012/03/08 01:07:28
Subject: Tyrannofex, best weapons to take?
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Longtime Dakkanaut
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Just got two new tyrannofexs and I'am undecided about which weapons to take. Personally I'am tempted to take the rupture cannons but the other anti-infantry options still look quite good if a bit dear for points. What does everyone think? Whats the best loadout for a T-Fex?
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![[Post New]](/s/i/i.gif) 2012/03/08 01:20:58
Subject: Re:Tyrannofex, best weapons to take?
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Sergeant Major
In the dark recesses of your mind...
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I think that the only reason to spend the points on a tyrannofex is to get access to the rupture cannon. With two shots, you should score one hit per turn with it, and it gives the army some much needed ranged anti-tank firepower. Even then though, it seems like a costly choice.
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A Town Called Malus wrote:Just because it is called "The Executioners Axe" doesn't mean it is an axe...
azreal13 wrote:Dude, each to their own and all that, but frankly, if Dakka's interplanetary flame cannon of death goes off point blank in your nads you've nobody to blame but yourself!
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![[Post New]](/s/i/i.gif) 2012/03/08 01:21:54
Subject: Re:Tyrannofex, best weapons to take?
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Powerful Chaos Warrior
Northampton United Kingdom
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Never use anything but the rupture cannon because its the only tyranid that can pop av 14 at range (not including zoans) and other wise it would be better to take termagaunts than the fleshborer hive as they are scoring and can be spawned and the acid spray means making your land raider priced creature walk all the way to your enemy front line to do anything and doesn t do much that other armies can do for cheaper.
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This message was edited 1 time. Last update was at 2012/03/08 01:22:51
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![[Post New]](/s/i/i.gif) 2012/03/08 01:49:29
Subject: Tyrannofex, best weapons to take?
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Dour Wolf Priest with Iron Wolf Amulet
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I run Rupture Cannon almost always, but Acid Sprays are also a great choice for anti-infantry. Depends what you want them to do.
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![[Post New]](/s/i/i.gif) 2012/03/08 01:52:40
Subject: Tyrannofex, best weapons to take?
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Longtime Dakkanaut
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True, those were pretty much my thoughts. I was thinking using the T-Fexs in conjunction with large numbers of outflanking stealers. Would that give me enough CC power or would the T-fex be too expensive?
Actually do the tfexs need synapse?
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2012/03/08 01:53:29
Subject: Tyrannofex, best weapons to take?
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Longtime Dakkanaut
New Zealand
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Always the Rupture Cannon, its one of the main reasons to take a Tyrannofex. The other two main weapons are too short ranged and in any case Nids should never have issues killing infantry. As an MC you can fire two weapons per turn, so having 3 short ranged anti infantry weapons makes no sense. The Rupture Cannon is pretty much always going to be in range of something, and when you get up close you can still drop two template weapons on people.
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![[Post New]](/s/i/i.gif) 2012/03/08 02:07:08
Subject: Tyrannofex, best weapons to take?
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Numberless Necron Warrior
Beyond the veil of light and dark...
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Totalwar1402 wrote:Actually do the tfexs need synapse?
Yes they need synapse. However, I don't see the point of taking a T-Fex in the first place. Zoans are the only AT you need in any 'Nid list.
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![[Post New]](/s/i/i.gif) 2012/03/08 02:08:54
Subject: Tyrannofex, best weapons to take?
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Longtime Dakkanaut
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DragonRider wrote:Totalwar1402 wrote:Actually do the tfexs need synapse?
Yes they need synapse. However, I don't see the point of taking a T-Fex in the first place. Zoans are the only AT you need in any 'Nid list.
Rule of cool, if I can take two mini-titans I will. Consider it damage limitation.
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2012/03/08 02:19:56
Subject: Tyrannofex, best weapons to take?
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Nihilistic Necron Lord
The best State-Texas
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DragonRider wrote:Totalwar1402 wrote:Actually do the tfexs need synapse?
Yes they need synapse. However, I don't see the point of taking a T-Fex in the first place. Zoans are the only AT you need in any 'Nid list.
Zoans are not very reliable. With all the Anti-psyker stuff out there. You have to roll psy test, roll to hit, then to pen, for each shot. Zoans are
much easier to shut down than Tfexes.
The Zoans also have a very limited range, which hurts as well. The Tfex can fire across the board.
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![[Post New]](/s/i/i.gif) 2012/03/08 02:25:12
Subject: Tyrannofex, best weapons to take?
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Twisted Trueborn with Blaster
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Rupture Cannon.
Why? well it can sit back and crack vehicles far away, this is one of the key weaknesses of the nid list. lack of long ranged shooting. For close encounters and against lighter transports you have the hiveguard, but for the early shots on key targets the rupture cannon is your friend. Then when the enemy get close you still have an additional weapon to help out.
Cheers!
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![[Post New]](/s/i/i.gif) 2012/03/08 02:34:20
Subject: Tyrannofex, best weapons to take?
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Numberless Necron Warrior
Beyond the veil of light and dark...
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Iago wrote:Rupture Cannon.
Why? well it can sit back and crack vehicles far away, this is one of the key weaknesses of the nid list. lack of long ranged shooting. For close encounters and against lighter transports you have the hiveguard, but for the early shots on key targets the rupture cannon is your friend. Then when the enemy get close you still have an additional weapon to help out.
Cheers!
Why do 'Nids need long range shooting? They're meant to be an up close in your face army. Why not play them that way?
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![[Post New]](/s/i/i.gif) 2012/03/08 02:37:57
Subject: Tyrannofex, best weapons to take?
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Twisted Trueborn with Blaster
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Im not saying that they should not be played that way... but its nice to have a way to get the meaty targets out in the open before the wall of flesh eats them.
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![[Post New]](/s/i/i.gif) 2012/03/08 02:42:06
Subject: Tyrannofex, best weapons to take?
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Veteran Wolf Guard Squad Leader
DC Metro
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DragonRider wrote:Iago wrote:Rupture Cannon.
Why? well it can sit back and crack vehicles far away, this is one of the key weaknesses of the nid list. lack of long ranged shooting. For close encounters and against lighter transports you have the hiveguard, but for the early shots on key targets the rupture cannon is your friend. Then when the enemy get close you still have an additional weapon to help out.
Cheers!
Why do 'Nids need long range shooting? They're meant to be an up close in your face army. Why not play them that way?
They shouldn't be played that way because walking up and punching a tank in the ass is still a terribly inefficient way of destroying it, especially since monstrous creatures without invulnerable saves are nothing more than pricey targets.
Take the rupture cannons. Skip the zopes and use hive guard for light and medium armor.
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![[Post New]](/s/i/i.gif) 2012/03/08 02:48:51
Subject: Tyrannofex, best weapons to take?
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Lord of the Fleet
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DragonRider wrote:
Why do 'Nids need long range shooting? They're meant to be an up close in your face army. Why not play them that way?
Mind as well ask that question to SW, BA, and GK armies. They are also very in your face armies but still would not mind to have those 48" guns neutralizing threats early on
Now of course though SW, BA, and GK have access to relatively inexpensive range options. No matter how good 2 S10 shots look, the tfex is really, REALLY expensive point wise
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This message was edited 2 times. Last update was at 2012/03/08 02:50:14
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![[Post New]](/s/i/i.gif) 2012/03/08 02:50:53
Subject: Tyrannofex, best weapons to take?
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Numberless Necron Warrior
Beyond the veil of light and dark...
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kenshin620 wrote:DragonRider wrote:
Why do 'Nids need long range shooting? They're meant to be an up close in your face army. Why not play them that way?
Mind as well ask that question to SW, BA, and GK armies. They are also very in your face armies but still would not mind to have those 48" guns neutralizing threats early on
The difference is that 'Nids are horible shooters. SW, BA, and GK have Bs 4 making the big guns worth buying.
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![[Post New]](/s/i/i.gif) 2012/03/08 03:38:34
Subject: Re:Tyrannofex, best weapons to take?
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Regular Dakkanaut
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DragonRider wrote:
Why do 'Nids need long range shooting? They're meant to be an up close in your face army. Why not play them that way?
Nids are an 'up close' army as you put it - the trick is getting them 'up close' intact. The T-Fex allows you to stun tanks that would otherwise be chewing through your horde whilst you advance. Anything it wrecks is just a bonus. having said that, it also changes the way your opponent needs to play (one of the strengths of Nids), as now they need to decide if they shoot your Hive Guard with 4+ cover who aren't yet in range, or your T-Fex with no cover (unless he's lucky or has a thrope nearby) who is in range. If your T-Fex is towards the back of your lines, this may also bring his tanks into range of your Hive Guard as they try to make sure they are in range of your T-Fex (with 48" of range, you actually out-range a lot of guns out there).
All that said - he is very expensive and if your opponent wants to get rid of him, they will prob do it by turn 2. But that may just mean the rest of your force is still alive to do some killing
Anyway, just my 2c
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![[Post New]](/s/i/i.gif) 2012/03/08 16:56:15
Subject: Re:Tyrannofex, best weapons to take?
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Fresh-Faced New User
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The other bonus of having a tfex in your army is that it keeps your opponent honest. No longer will landraiders drive around without a care in the world. Your opponent will have to think about going out in the open or if he wants to pop smoke. Odds are the tfex is not going to do anything, but it will force your opponent to slow down a little with moving their vehicles around. My personal view of the tfex is yes it is costly, but it fill a ton of roles in your army. It can act as a bullet magnet for the rest of your army, mobile cover for your other large creatures, anti-tank platform, or a home base protecter to allow the rest of your army to be aggressive. a good player will determine which role it will have to play depending on your build and your opponents build. I personally use it to kill rhinos and light mech. I do this because most marine players depend on their rhinos to move their troops around and not actually move them on foot once out of the transport. Most of the time when you pop a rhino what do the troops do, huddle in cover. Players aren't used to manuvering their troops and usually will make a mistake here and there. I've heard the arguement thast the tfex doesn't make its points back then, true, but your genestealers, tyrgons and hormies will make their points back and probably more.
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![[Post New]](/s/i/i.gif) 2012/03/08 18:50:03
Subject: Tyrannofex, best weapons to take?
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Longtime Dakkanaut
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Powerguy wrote:Always the Rupture Cannon, its one of the main reasons to take a Tyrannofex. The other two main weapons are too short ranged and in any case Nids should never have issues killing infantry. As an MC you can fire two weapons per turn, so having 3 short ranged anti infantry weapons makes no sense. The Rupture Cannon is pretty much always going to be in range of something, and when you get up close you can still drop two template weapons on people.
The T-Fex can fire all 3 of its weapons every turn. (thorax weapons can be fired in addition to the other two).
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