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Made in us
Shade of Despair and Torment







Models?

Weapons?

Facing sm with lr, tau, guard with tanks....
   
Made in no
Dakka Veteran




Hive Guards
Zoanthrobes

...i think thats basically it.

 
   
Made in au
Regular Dakkanaut






Carnifex is the use all anti tank unit for tyranids. coupled with hive guard and a zoanthope or two and you have a shooty/stompy killsquad which every tank will learn the hard way to fear
   
Made in us
Shade of Despair and Torment







 Orkimedes1000 wrote:
Carnifex is the use all anti tank unit for tyranids. coupled with hive guard and a zoanthope or two and you have a shooty/stompy killsquad which every tank will learn the hard way to fear


How would you arm the carni?

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 krazynadechukr wrote:
 Orkimedes1000 wrote:
Carnifex is the use all anti tank unit for tyranids. coupled with hive guard and a zoanthope or two and you have a shooty/stompy killsquad which every tank will learn the hard way to fear


How would you arm the carni?

Screamer or Dakka fex with spod


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Rampaging Carnifex





South Florida

Flying Hive Tyrant armed with two twin-linked Devourers. That's twelve twin-linked Str6 shots. Then the Tyrant can land and assault any tank that needs something more serious.

The problem is that Tyranid MC's lack the mobility to smash tanks in close combat. This is where the Flying Tyrant comes in.

Furthermore, you can Vector Strike their side armor and then shoot them up in the same turn.

This message was edited 1 time. Last update was at 2013/03/30 06:51:55


   
Made in us
Judgemental Grey Knight Justicar





New Orleans

I always carry 3 Zoans in a pod for the AV 13/14s tanks and at least 3 Guard for flyers and light vehicles. I always put old adv. on my Flyrant so if they are flyer heavy the Hive Guard can reroll their 1s and if they are tank or Space Marine armor save 3 heavy I can fly the Tryant over to the Zoans and they reroll their 1s.

On top of that I have killed Guard tanks and flyers with just the pod alone. I always put twin death spitters on it. Drop those behind an AV 10 rear and you 6 shots at 6 str and 3 shots 5 str twin linked.

Again if you fly the old adv. Tyrant over there they reroll all 1s.

This message was edited 1 time. Last update was at 2013/03/30 13:12:41


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Burton Latimer, UK

Shooting:
Hive Guard
Zoanthrope

Melee:
Any MC.
Of course, flying or deep-striking MCs will be the best for this.


Rustgob wrote:I never use Special Characters. Ever!

 
   
Made in us
Shas'la with Pulse Carbine





I really like zoeys with their lance and synapsis and a blast for when you run out of vehicles. Getting them to survive long enough to get close enough to do any damage can be the only tough thing

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Hive guard or any MC really. Smash it, you'll most likely destroy it.

I never run armor against them unless its a flier. Shooting-wise its limited to a zoanthrope or hive guard but in melee its pretty much vast m ajority of their army, so i just avoid the issue all together and go for a diff tactic.

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Made in nz
Regular Dakkanaut






Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling


Automatically Appended Next Post:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling


though for this to work you need supporting fire, my tactic is use a thrope in fire support, and use x2 trygons and x2 units of glass cannon raveners tunneling/DS in to support the fex, whoever you are playing has too many targets to kill them all. trygons attract fire away from the battering ram spam fex, and the raveners are there to mop up anything left nearby. warning this is not a popular tactic. it is highly effective shock tactic, unless played well it can either win or lose you the game.

This message was edited 2 times. Last update was at 2013/03/31 07:16:43


 
   
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The Hague (NL)

 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling[...]


Eh... biomorph for movement?

Also, Why would you want to give your carnifex +1 STR on the charge (adrenal glands)? If S9 isn't enough, aren't you better off making smash attacks? Btw, aren't you better off taking Trygons/Tervigons instead of Carnifex?

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Made in us
The Hive Mind





 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling

You can only have 1 set of crushing claws...

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in au
Regular Dakkanaut






 Hansisaf wrote:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling[...]


Eh... biomorph for movement?

Also, Why would you want to give your carnifex +1 STR on the charge (adrenal glands)? If S9 isn't enough, aren't you better off making smash attacks? Btw, aren't you better off taking Trygons/Tervigons instead of Carnifex?


No longer have tyranid codex. i mean't Adrenal glands... doesn't one affect movement or was it str and int? (i know there are x2 different sorts of adrenal gland biomorphs but have temporaliy forgotten what they affect stat wise)


Automatically Appended Next Post:
rigeld2 wrote:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling

You can only have 1 set of crushing claws...


i was going of a conversion i have seen. imo if it cannot be armed that way then that's cool. however technically that would be "the tank killer of choice" if you could for tyranids (what HG should be imo)

This message was edited 2 times. Last update was at 2013/04/01 00:50:11


 
   
Made in us
The Hive Mind





 Orkimedes1000 wrote:
No longer have tyranid codex. i mean't Adrenal glands... doesn't one affect movement or was it str and int? (i know there are x2 different sorts of adrenal gland biomorphs but have temporaliy forgotten what they affect stat wise)

One buffs STR on the charge, the other one grants poison.
There isn't a biomorph that improves movement.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in au
Regular Dakkanaut






 Hansisaf wrote:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling[...]


Eh... biomorph for movement?

Also, Why would you want to give your carnifex +1 STR on the charge (adrenal glands)? If S9 isn't enough, aren't you better off making smash attacks? Btw, aren't you better off taking Trygons/Tervigons instead of Carnifex?


if you want the enemy to fire everything then the answer is yes by all means take a tervi, it isn't as if the fex is the largest critter, these days atleast. the psychology of the situation in game should mean that the carnifex actually makes it where it is going, while the tervi attracts so much fire, and i did say trygon was included,. the +1 STR on the charge, is beneficial at peeling away armour AV 12 or lower. ie in most cases the side armour of most battletanks.

i said, take a carnifex, a pair of trygons and x2 units of raveners. it makes a solid deathsquad if played right and the dice gods favour you. if they don't favor you then you'll lose the game


Automatically Appended Next Post:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling


Automatically Appended Next Post:
 Orkimedes1000 wrote:
Carnifex- X2 sets of crushing claws, and the biomorphs for movement (Adrenal glands? both sorts speed one and the one that adds +1 STR) then just pelt down the BF and if flanking you can roll down a tank battle line like a rhinox charging a snotling


though for this to work you need supporting fire, my tactic is use a thrope in fire support, and use x2 trygons and x2 units of glass cannon raveners tunneling/DS in to support the fex, whoever you are playing has too many targets to kill them all. trygons attract fire away from the battering ram spam fex, and the raveners are there to mop up anything left nearby. warning this is not a popular tactic. it is highly effective shock tactic, unless played well it can either win or lose you the game.


Mentioned here to be precise.

Note: i have made an error in regards to Adrenal Glands and what they affect. to those that read it and went wait that is wrong. you are in fact right. i sold my tyranids last night. so cannot quote in rules etc. from this point on i will not be commenting on tyranids.

This message was edited 1 time. Last update was at 2013/04/01 00:59:44


 
   
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Norn Queen






AV10-12 - Carnifexes or Flyrants with twin Devourers. 12 twin linked S6 shots are plenty to strip hull points. Trygon Primes Containment Spines in a pinch. They're S5, but they've got the weight of fire to strip hull points with assault 12 on AV10-11.

Av13-14 - any MC in combat. You'll generally be running a few, even if you're doing Termagant spam. You'll have several Tervigons and likely Flyrants around running Biomancy, so Iron Armed MC's are going to be there.

Hive Guard lost a lot of use in 6th edition. While they can still crack open tanks like nothing else, there's two things going against them. First, there just aren't as many vehicles on the table anymore, and those that are on the table can be pretty reliably be killed by stripping Hull Points with Devourers. Which leads to the second problem, they're only good at killing tanks.

The tanks Hive Guard used to be better at killing, AV13-14, they're not as good against. Since you aren't rolling on a damage table with Glances anymore, you aren't even Stun Locking a tank, let alone getting a lucky wreck. Hive Guard don't have the rate of fire to effectively strip hull points either.

If you're lacking Brainleech Devourers or your opponent is still hanging tight to his 5th edition mechanised army, take them, by all means. Otherwise, you can safely leave the Hive Guard at home in 6th.

Zoanthropes are an oddity. I've had luck with them using their stock powers and using Biomancy. I tend to prefer Biomancy for Endurace and Hemmorage (since I tend to play low Toughness armies like Eldar), and have enough anti tank with Devourer MCs.

This message was edited 4 times. Last update was at 2013/04/01 03:10:10


 
   
 
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