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![[Post New]](/s/i/i.gif) 2016/12/21 01:40:26
Subject: Thoughts on Tyrants Guards as a separate CC unit
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Fresh-Faced New User
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I am looking to build a full melee tyranid list which includes a Flyrant(in this case Melyrant),Dima,hormsgaunts,and venomthrope/malanthrope. But one key unit I was really looking into was shrikes because of how fast they can move and how they hit like a truck... if they get there without being shot to death. So I was thinking I would just screen them with horms and shroud them with venomthropes, but then I stumbled on the Tyrant guard. With Guards having good CC stats(5 WS 5S 6T 3+), I was thinking about fielding a brood of Guards with Crushing Claws or Bonesword/lashwhip and run them separate from the melyrant and just throw them at the enemies tanks/infantry. I might be missing something but Guards seem like a decent pick for a CC unit, but I would love to hear your guys thought about them!
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![[Post New]](/s/i/i.gif) 2016/12/21 02:32:02
Subject: Thoughts on Tyrants Guards as a separate CC unit
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Longtime Dakkanaut
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Same problem as most CC nids. They're slow, and don't have any viable delivery mechanisms aside from a 75 point drop pod (which is still only questionably viable). I've occasionally used one as a tough backfield objective holder. Leave off the weapons, and maybe just give it AG for fleet. That leaves you with a reasonably cheap model that's not going to be bothered too much by most small arms. Plus it can operate independently without IB giving it too much trouble (so long as you keep it as a unit of 1).
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This message was edited 1 time. Last update was at 2016/12/21 02:32:47
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![[Post New]](/s/i/i.gif) 2016/12/21 03:11:32
Subject: Re:Thoughts on Tyrants Guards as a separate CC unit
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Fresh-Faced New User
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About the delivery system, I was thinking about screening(horns) them then shrouding(venom) them. Giving them a 3+ cover save while also having a 3+ armor save. I did read about the lone guard as a obj camper which seem to be a good idea, but I was thinking using guard a core CC units just rushing into then enemies with the horms,melyrabt,dima,etc. I am also thinking whether to give them 2-3 crushing claws for STR +1 and AP2 unwieldy attacks for walkers,vehicles,and TEQs. But the Bonesword/lashwhip seems better for MC and other elite CC units.
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![[Post New]](/s/i/i.gif) 2016/12/21 03:19:53
Subject: Thoughts on Tyrants Guards as a separate CC unit
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Regular Dakkanaut
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I run a brood of 2 swords and one claw with max upgrades regularly. I have 2 pods; one I always use for my tervigon, but the other will be open for guard with accompanying tyranid prime. He's way overdosed, but the guard keep him alive long enough to do his job. My fondest memories of my guard were walking them across the board and into a riptide that strayed too close. They mulched through him like butter. AP2 from the claws didn't matter, he just had to fail one of his instant death attacks and he died.
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![[Post New]](/s/i/i.gif) 2016/12/21 04:46:03
Subject: Re:Thoughts on Tyrants Guards as a separate CC unit
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Regular Dakkanaut
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On cc Tyrant Guard: they have all the weaknesses of cc MC's and the only advantage is better access to cover saves. They are just as slow as the rest of our MC's, get eaten alive by grav guns and high rate of fire S6, and depend on Venomthropes to stay alive long enough to get to cc. Not being actual MC's plus being reasonably short they can get cover from area terrain or from intervening 'gaunts. You can expect them to be sitting on a 3+ cover most of the game, but that isn't really enough to keep them alive long enough to get them into combat. Also note that the lack of smash means they rely on rending claws for AP2, which is annoying.
On using Tyrant Guard in the backfield: I would much rather use Biovores or Zoanthropes for this role. Biovores are able to impact the game from the backfield. Zoanthropes don't require synapse babysitters, provide warp charges, and can be stuck on a quad gun if you feel the need for anti-air (didn't bring flying Tyrants).
On Shrikes: if you can find some good wings you can take the warrior bodies and tails, put wings in the upper arm slot, rending claws in the leg slot, and you have a nasty, flying warrrior with talons looking model, plus a open set of arms. Rending claws are cheap enough and useful enough that having them on all your Shrikes makes tactical sense and it looks good. I like to give them adrenal glands + grenades with the occasional bone sword, no guns. They basically work out to be Raveners with synapse.
Automatically Appended Next Post: Melyrant is a new term to me. I assume you mean some form of cc Tyrant with wings. Have you looked at the gargoyle+flyrant formation? I run it with the artifact bonesword and occasionally with regen. I find that I lose most of the gargoyles fairly quickly, but the only reason they are there is to keep the tyrant alive long enough to get to cc.
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This message was edited 1 time. Last update was at 2016/12/21 04:52:02
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![[Post New]](/s/i/i.gif) 2016/12/21 18:39:02
Subject: Thoughts on Tyrants Guards as a separate CC unit
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Regular Dakkanaut
NC, USA
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They're too slow for what you want to do, and not really dangerous enough because of how slow they are to be a decent distraction.
I don't see the gain of taking one as opposed to a Zoanthrope.
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![[Post New]](/s/i/i.gif) 2016/12/22 09:59:34
Subject: Thoughts on Tyrants Guards as a separate CC unit
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Fixture of Dakka
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CC walking units, yes screening helps them for a turn... or 2 at beast.
But b.c vehicles are so fast, fire power is so high and they are not survival enough, honestly it is pointless.
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