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Hive
27th Jun 04, 1:07 AM
Ok The following units did not exist when i used to play & ive not got myself the latest codex yet so pls can u give me the lowdown on the following, explaining their uses in TT...

Tyrant Guard - Hows it differ from a standard 'warrior'?
Ravener
Red Terror (who looks bloody cool)
Old One Eye - WTF! Hes massive.

Cheers :beer:

Sir Guppy
27th Jun 04, 1:48 AM
tyrant guard - for a start i think there harder than the normal warriors. but the most important thing about them is that if its attached, to a hive tyrant, carnifex or zonathrope(?) it can take the hits for them. you may have notcied that your enemy can now pick out your big monsters becuase of "shoot the big ones" attach a couple of tyrant guard to a tyrant and they can take its hits from shooting, it therfor stands a much better chance of surviving till it hits the enemy lines.

ravener - these are fast CC assault troops, they are quite powerful in CC, and can move rather quickly, but are vunerable to enemy fire (like all nids)

red terror - the red terror is a special char, he is acutually meant to be a mutated ravener or a better ravaner, he has extra rules, which can make him nasty in CC, like eating people whole. costs more than a normal ravener.

old one eye - another special character, he is a carnifex but a lot harder, he can regeneate his wounds (cant remeber the specifics), and he might have an extra wound, just a harder fex really. costs more than a normal fex.

one of the cool things about these special chars (seems to be the norm these days) is that they can be chosen without your opponents permission, so you can just take em along with your normal troops as extra hard really big guys. but beware if your take extra nasty big monsters they will attract hideous amounts of fire power.

some nasty guy i played, had 10 swarms, then spent the rest of his points on, 2 carnifexs, and old one eye. a hive tyrant with tyrrant guard, a hive tyrant with wings (see mutations section of nid codex - towards the back) a whole bunch of warriors, then 3 lictors. it was a really expensive small elite army. when i played him with my necrons i took out 11 big creatures, unfortunatly the others made me phase out.

hope this helps, sorry if anything is wrong but im not actually a nid player myself.

Hive
27th Jun 04, 2:07 AM
No your reply has been very insightful thanx. In my old playing days, i didnt have many swarms, tended to opt for power, i had a hive tyrant, 2 carnifexes, lictor & bout 6 nid warriors. All of these had loads of biomorphs i think they were called. Had force fields etc. Spent loads of points on them but they were damn hard to kill.

Hive tyrant was never able to fly before tho!!

Double Post

Hmm thinking about the viability of the explainitons u gave...

Tyranid Guard - sounds like just an expensive meatshield to me
Ravener - What can he do that the Lictor cant? I had great success with my Lictor, everyone hated him ;)

Sir Guppy
27th Jun 04, 4:15 AM
the lictor can of course infiltrate into cover with his odd rules and spring out at any time, but i think a ravener has an effective charge range of 18", move 6. charge 12" (i think) also he may be able to use fleet of claw, moves and extra D6" inches in the shooting phase, im also pretty sure he is quite a bit harder than a lictor in CC, but then he has to get into CC first.

Nid Guards, are expensive meat shields but they are very good, T5, W2 and 3+ gives the a great amount of survaiblity, and more importantly the survial of your Tyrant which is what you really want to get into CC. in the new codex with "shoot the big ones" rules your tyrant could be picked off early in the game, but the tyrant guard can take the hits for him (only tyrant guard by the way) , most nid players take a couple of tyrant guard to protect their tyrant. remeber if he dies, you loose a rather potent CC unit from your army, you loose the coverage that his synapse gives, without him your army may fall to bits, but if he gets into CC then he can rip a seriours chunk of the enemy army to shreds, and if he gets a tyrant guard in with him he can cuase havoc.

nid warriors are actually get vunerable to enemy fire. T4, W2 4+ armour, means that anyone with autocannons, could wipe out the sqaud, quickly, bolters and even lasguns could also down the size of the sqaud quickly as well, after all a sqaud of 3 only have 6 wounds between them, and loosing one of 2 to barrages of lasgun fire really hurts the sqaud, especially as your have to take the wounds off 1 first then move onto another (unless its blast or CC)

NightBringer
27th Jun 04, 5:04 AM
the origins of the tyrant guard in terms of genetcis is funny too, they took DNA samples fomr the adeptus astartes (space marines) which is why they are so rock hard... but if you read the 3rd ed tyranid codex, it says in a story type thing, that the adeptuc mechanicus(sp) say that that is impossible and anyone who says it could be possible is a heretic lol

Lord Maugan Ra
27th Jun 04, 6:47 AM
I'd say raveners are one of the most important 'nid units ($10.00 for one though) stick them with one of your gaunt units and cause major destrukktion (trukk get it thats not funny :Slap: ) also lictor are my favorite units and one of the best ($20.00 for one though :argh: ) if your starting out 500 point army you can have 8 mutaed gaunts 8 mutaed gaunts 2 ravneer and 3 'nid warriors as hq

Hive
27th Jun 04, 6:57 AM
Well altho its been around 12 years i did have most of my models in those internally foamed suitcases so im gonna see how many stood the test of time. Cant wait till i get home now so i can burrow through my cupboard ;)

PS - Ive been looking at lots of sites of units online & theres some where it says I would need permission from my opponent to be able to field certain units. WTF is that about? Surely its just a case of getting the best u can within the agreed points limit? Why should i have to ask?

Lord Maugan Ra
27th Jun 04, 7:17 AM
Well you would have to ask your oppoent if you can use special characters e.g., Old one eye ,red terror

Hive
27th Jun 04, 7:21 AM
yes but WHY! Im presuming if they're THAT good then there're gonna cost a lot, thus keeping the game balanced. I dont see why permission needs to be asked off certain units. Id never tell my opponent i dont want them to field certain special characters just bcoz i might not fancy coming up against them.

NightBringer
27th Jun 04, 7:39 AM
it says in the nid codex that you DO NOT need permission to take either the red terror or old one eye coz they are NOT special characters

Hive
27th Jun 04, 8:38 AM
"Excellent Smithers, excellent" :)

Fat Bhoy Tim
27th Jun 04, 9:07 AM
I hate fighting against Tyranids [/pointless]

:(

Lord Maugan Ra
27th Jun 04, 12:11 PM
thats a good question why do you have to ask your opponent??????

Sir Guppy
27th Jun 04, 12:39 PM
cos in the old rules (2nd edition) characters were very nasty. but then they made them all generally worse, but added that rule.

i thinks its cos they are specail chars and some can be incredibly nasty, ie abbaddon or thraka. its prolly also something to do with some bright spark creating that rule for a nasty character such as abbaddon, then in the codexs afterwards they followed suit. but since codex tau where they removed the rule the other new codexs have folllowed suit ie guard, necrons, and nids.

or at least thats what i thought.

Lord Maugan Ra
27th Jun 04, 12:49 PM
I see, I see :agree: :agree: :agree:

BossThraka
27th Jun 04, 10:23 PM
Good info on the those Tyranids, but let me go into a lil more detail. The Ol' One Eyecan regenerate his wounds. Even you somehow manage to knock off that 4th wound he still has a chance to regenerate the next round and get back up. (4+ to regenerate I think but don't quote me on that one.) He's just plain nasty since you know.. he's still a fex and kills anything easy.
The Red Terror only needs to hit somebody with 4 attacks to swallow them whole. Mind you that's the "To Hit" rolls and not the wound rolls, so it's a lot easier than it sounds. Only stipulation is that he can't swallow someone if they've got like 5 str or toughness or something along those lines. But he can still swallow a lot of other people if you play him right. Hope that helps.

Sir Guppy
27th Jun 04, 11:37 PM
yeah swallow is good against characters, not much use on guardsmen as you can only swallow one at a time, so you might as well kill four guardsmen. however you could swallow a SM force commander :muffy:

Crackseed
28th Jun 04, 1:38 AM
Further, Raveners move 9 and assault 9 ;)

Weak armor, but good lord they can get a serious flurry of attacks. I use my Raveners with Rending claws and Scything Talons. 5 attacks each when charging. Oh so beautiful, but I have to try and make sure they make it there. 5+ save doesn't hold up too well :argh:

Old One Eye and the Red Terror don't require your opponent's permission, and if I recall right, the Necron C'tan don't require permission either. It seems they are doing away with the "Special Character" rule and I REALLY hope they do. Its kinda pointless. A special character is good. Its not bloody invulnerable and it costs enough points to counter its effectiveness.

Tyrant Guard are meat-shields, but they are NASTY in CC as well. Rending claws, spine-fists and Toughness 6. The whole Imperium is freaked out because the Tyrant Guard are made of SM DNA ;) Heh heh. Gotta love the greedy nid philosophy. *wiggles eyebrows*

Sir Guppy
28th Jun 04, 7:31 AM
yeah you dont need permission to take a ctan, kinda funny as they are argubaly (especially the nightbringer) most powerful characters in the game. you just need a lot of guns to bring down a ctan, or some really really hard CC troops, but if they come at you on their own they are relativly easy to take down. if they are surronded by necron warriors and immortals then your in trouble ie to many targets and they can cause havoc in CC. anyway this post was totaly about the necrons in a nid based post but what you gonna do?

peer
28th Jun 04, 8:05 AM
Old One Eye has one restriction: he can only be taken in an army of 1500 points or less. That's right, 1500 or less. Don't ask me why...

Lord Maugan Ra
28th Jun 04, 8:14 AM
crackseed thats how i use my raveners too(there un stoppable when i put them with my gaunts)

Hive
28th Jun 04, 9:25 AM
I got the Tyranid codex today. Am gonna read it as if im revising for some exams. Need to learn EVERYTHING! ;)

Sir Guppy
28th Jun 04, 10:42 AM
nice, if you got the models already you could be playing within days. :)

BossThraka
28th Jun 04, 12:50 PM
One thing my friend does is make a Tyranid army EXACTLY 1500 points and brings both Ol' One Eye and the Red Terror. He's twisted that way.

Hive
28th Jun 04, 3:15 PM
nice, if you got the models already you could be playing within days. :)

Ok well as its been 12 years you can imagine time isnt nice on such fragile things. I only had 2 foam suitcases so whatever didnt fit in those is broken to pieces & thrown away. Out of the Tyranids i found ive still got the following...

1x Hive Tyrant
1x Lictor
3x Warriors
2x Carnifex (werent they called Screamer Killers??)
13 genestealers
12 Termagents

My problem is i much prefer the look of the new style Tyrant/Warriors/Carnifex so in time i will be replacing these. As it stands tho, if i boost up my units with biomorphs etc i should have quite a few points worth there without spending any money! :up: ...yet ;)

Lord Maugan Ra
28th Jun 04, 5:48 PM
You got a nice stash I love genestealers......um...well you know what I mean 6 weapon skill and its a troop chocie too bad they didn't have a space marines armour save :cry:

Sir Guppy
28th Jun 04, 11:45 PM
thats base for an army. altho i reckon you should get a box of gaunts, but then im a horde player and like big armies, i counted by guard last night i have around 210 infantry models. :)

Lord Maugan Ra
29th Jun 04, 4:50 AM
Come on what about Raveners no 'nid army is complete without Raveners :agree:

Hive
29th Jun 04, 5:59 AM
Either i am blind or this codex doesnt state the moving distance of most of the units? The only ones that have their pace mentioned are the super fast ones. Am i to presume they're all 6" movers like they were back in the day?

Lord Maugan Ra
29th Jun 04, 6:04 AM
You are correct :D

Sir Guppy
29th Jun 04, 6:57 AM
yeah since the new rulebook every1 moves 6" assaults 6" guardsmen, SM, nids all of em, unless is says otherwise. you been outta the loop for quite a while aint u?

Hive
30th Jun 04, 7:21 AM
Ive found a site selling 2 Tyranid units, neither of which are listed in the codex. They are both massive in size & price & am dead curious as to how they convey into the game, if they're indeed legal...

HARRIDAN
HIERODULE

Heres the link: http://www.forgeworld.co.uk/cgi-local/sh000001.pl?ACTINIC_REFERRER=http%3a%2f%2fwww%2eforgeworld%2eco%2euk%2facatalog%2fsearch%2ehtml&REFPAGE=http%3a%2f%2fwww%2eforgeworld%2eco%2euk%2facatalog%2fQUATERMASTERS_STORE_NEW_STUFF__11%2ehtml&WD=tyranid&PREVQUERY=PR%3d%2d1%26TB%3dA%26SHOP%3d%26SS%3dtyranid&PN=QUATERMASTERS_STORE_TYRANIDS_13%2ehtml%23aIA_2dTYR_2dF_2d002#aIA_2dTYR_2dF_2d002

Lord Maugan Ra
30th Jun 04, 8:35 AM
Well ive never seen those before as for the hive tyrant w/ wings and scything talons thats just a convertion>

Sir Guppy
30th Jun 04, 8:38 AM
those my friend are forgeworld models. forgeworld make fantastical 40k models at fantastic prices. they are independant of GW itself but anything they make they release rules for which are legal. ive brought a valkarie, laser destoryer and vanquisher from forgeworld.

those two are vast nid monsters which are extremely hard to kill. i can remember how the nid big ones work exactly but i believe its similar to the forgeworld super heavys, they have 3 structure points and so have to be killed 3 times over :) :smash:

Hive
30th Jun 04, 8:45 AM
Thanx for the replies. My god one of those giant mofos costs 455 points! Id imagine it'd take a good week to paint ;)

Sir Guppy
30th Jun 04, 1:31 PM
yeah but they are so insanely hard. they can take more lascannon hits than a blaneblade

Dimension
30th Jun 04, 2:31 PM
the hierodoule doesn't actually sound that great. for that cost, its too slow for a CC unit imo.

Sir Guppy
30th Jun 04, 11:12 PM
why can it only move 6"? fexs and hives can only move 6" a well but the hierodoule is much harder them then so if it doesnt get into combat the fexs and hives will and then its game over. and its a cool model

Athair
7th Jul 04, 10:41 AM
BIG NIDS! :bandit:
If the Heirodule is too slow, get a Barbed Heirodule. It's got some of the biggest guns on a nid I've seen (48" range, S 9-10 AP 3ish ord. temp)
The Harridan is a Flyer (Rules in VDR section of 2004 Chap. App.) and in the Imp. Armor can unload gargoyles from it (or something). It's also got the same guns as the Barbed Heirodule :D Its got less mass points and toughness, but is MUCH faster.

Sir Guppy
7th Jul 04, 12:14 PM
they are rather nasty, once saw a guy use them in a 2000 point GW battle, the IG defender have like 5 Strength 8+ weapons in his army. rather pointless battle. the hierodule killed so much.

ZzGashi
8th Jul 04, 3:17 PM
Hierodule would be nice in a big army.

In an army that has atleast 1500 pts or moremay include the red terror. The red terror counts as fast attack. The old one eye can be in an army of 1500 pts or less and is counted as a heavy support choice.

Dimension
8th Jul 04, 3:41 PM
Zzgashi, your signature is like 4 times too big. take a look at the forum guidelines for acceptable sizes and adjust your sig accordingly.