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		<title><![CDATA[Latest posts for the thread "How to use the Tyrannofex?"]]></title>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ So I've been away from the game for about 6 months and just picked up the new nid codex.  I have played <span class="glossaryitem" onmouseover='gp(3);'>40k</span> for the better part of 14 years so I'm not a total noob but just have a quick question...<br /> <br /> 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.<br /> <br /> So basically, for those that have success with them...how do you kit them out and how do you typically play them.<br /> <br /> Thanks]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 01:04:58]]> GMT</pubDate>
				<author><![CDATA[ Drummerboy]]></author>
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				<title>Re:How to use the Tyrannofex?</title>
				<description><![CDATA[ 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.<br /> <br /> 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.<br /> <br /> Basically just keep them moving forward with your other <span class="glossaryitem" onmouseover='gp(128);'>TMC</span>'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.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 01:31:52]]> GMT</pubDate>
				<author><![CDATA[ tetrisphreak]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ T-fex rocks. It was my 'ard boyz vip hands-down. the ability to move-fire 2 <span class="glossaryitem" onmouseover='gp(123);'>str</span>.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 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> 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 <span class="glossaryitem" onmouseover='gp(69);'>IG</span>,<span class="glossaryitem" onmouseover='gp(119);'>SM</span>, etc.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 01:57:55]]> GMT</pubDate>
				<author><![CDATA[ shaunzo]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ For 250 points, BS3 and no invulnerable save; I'd use him as a piece of art.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 02:19:41]]> GMT</pubDate>
				<author><![CDATA[ Max the Dog]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ <blockquote><div><cite>Max the Dog wrote:</cite>For 250 points, BS3 and no invulnerable save; I'd use him as a piece of art.</div></blockquote><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 02:28:05]]> GMT</pubDate>
				<author><![CDATA[ Sasori]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ There are a couple of reasons people like T-fexes:<br /> <br /> 1) They're really the only long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in the new codex. This can't be emphasized enough.<br /> <br /> 2) six wounds with a 2+ save means they are the most durable model in the entire codex.<br /> <br /> 3) They have enough anti-infantry power to scare off anything but dedicated assault units.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 02:29:37]]> GMT</pubDate>
				<author><![CDATA[ BishopX]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ they don't need an invun save when you can give them cover. Use them with an <span class="glossaryitem" onmouseover='gp(93);'>MC</span> wall, or torrent of fire list. they can add some  <span class="glossaryitem" onmouseover='gp(93);'>MC</span> power to an combat when your army hits home.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 03:36:49]]> GMT</pubDate>
				<author><![CDATA[ sexiest_hero]]></author>
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				<title>Re:How to use the Tyrannofex?</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> at the core. <br /> <br /> I dont think you should take more than 1 (unless youre at 2500), but theyre definitely worth it. ]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 03:58:45]]> GMT</pubDate>
				<author><![CDATA[ Night Lords]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ To some effect the psychological effect of the t-fexes is a factor <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Shooting it too much might result to smaller units getting in, shooting it too little then you have a problem when it goes to <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> <br /> Either way 250 points, that's relatively cheap!]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 04:08:25]]> GMT</pubDate>
				<author><![CDATA[ baroncrowle]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 04:20:02]]> GMT</pubDate>
				<author><![CDATA[ eNvY]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ <blockquote><div><cite>Drummerboy wrote:</cite>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.</div></blockquote>48" range baby!  While <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 is weak, the <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 makes it as good as two marines with Las cannons against heavy armour.<br /> <br /> to Immobilise/Wreck<br /> Tyrannofex . .AV14 - 18.50% AV13 - 25.85% AV12 - 32.85%<br /> Lascannon x2 AV14 - 14.27% AV13 - 24.25% AV12 - 33.61%<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 06:26:39]]> GMT</pubDate>
				<author><![CDATA[ Lyracian]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ 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).  <br /> <br /> Do you try and get him itno <span class="glossaryitem" onmouseover='gp(19);'>cc</span> 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.<br /> <br /> Thanks for all the feedback.  Much appreciated.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 11:38:01]]> GMT</pubDate>
				<author><![CDATA[ Drummerboy]]></author>
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				<title>Re:How to use the Tyrannofex?</title>
				<description><![CDATA[ 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. <span class="glossaryitem" onmouseover='gp(337);'>HG</span> 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.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 15:03:58]]> GMT</pubDate>
				<author><![CDATA[ Aetherse]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ <blockquote><div><cite>Drummerboy wrote:</cite>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).  <br /> <br /> Do you try and get him into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> 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.<br /> <br /> Thanks for all the feedback.  Much appreciated.</div></blockquote><br /> <br /> I rarely charge them into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with anything but vehicles, because of their low <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 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.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 15:58:35]]> GMT</pubDate>
				<author><![CDATA[ BishopX]]></author>
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				<title>How to use the Tyrannofex?</title>
				<description><![CDATA[ The T-fex is the Nose Tackle of a Tyranid list.  Big, burly, and brutish - it's the <span class="glossaryitem" onmouseover='gp(128);'>TMC</span> 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> capability, solid armor, and SIZE.<br /> <br /> The Rupture cannon (never leave the hive ship without one) should be pointed at fast-moving transports first.  Yes, you <I>can</i> kill Land Raiders with it, but don't try until the Rhinos/razorbacks/Storm Ravens are dead.<br /> <br /> 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.<br /> <br /> 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...<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> 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.<br /> <br /> The T-fex has the best armor you can get, outside of a Zoanthrope.  Use it.  Trust it.  But watch out for railguns & obliterators.<br /> <br /> 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).]]></description>
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				<pubDate><![CDATA[Thu, 27 May 2010 16:33:58]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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